Minotaur Skeleton
Large Undead. CR 2, AC 12, 63 HP. Traits: Charge, False Appearance, Labyrinthine Memories, Undead Nature, Undead Resilience.
- Armor class
- 12
- Hit points
- 63
- Challenge
- 2
- Creature type
- Undead
- Size
- large
Stat block
- Cha
- 4
- Con
- 14
- Dex
- 10
- Int
- 6
- Str
- 18
- Wis
- 8
- Speed
- Walk: 40
- Senses
- darkvision 60 ft.
- Skills
- Actions
- Greataxe. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage.
- Gore. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage.
- Languages
- understands the languages it knew in life but can't speak
- Reactions
- Counterattack (Recharge 6). When a creature the minotaur skeleton can see hits it with a melee attack while within 5 feet of it, the skeleton can make one Gore attack against the attacker.
- Saving throws
- Wisdom: -1; Charisma: -3; Strength: 4; Dexterity: 0; Constitution: 2; Intelligence: -2
- Damage immunities
- Undead Resilience
- Special abilities
- Charge. If the minotaur skeleton moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the skeleton and knocked prone.
- False Appearance. While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton.
- Labyrinthine Memories. The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled.
- Undead Nature. The skeleton doesn't require air, food, drink, or sleep.
- Undead Resilience. The skeleton is immune to poison damage, to exhaustion, and to the poisoned condition.
- Damage resistances
- piercing
- Damage vulnerabilities
- bludgeoning
Source and licence
From Black Flag Reference Document.
Licence: ORC License.