Armor Class 14 (natural armor)
Hit Points 92 (12d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
5 (-3)
WIS
8 (-1)
CHA
7 (-2)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the construct 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Undead Fortitude. If damage reduces the construct to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the construct drops to 1 hit point instead.

Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The construct may attack twice in a turn. Once with its battleaxe and once with either its bite or petrifying gaze.

Battleaxe.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 4 (1d8) poison damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Petrifying Gaze. (Recharge 5-6) The construct can force one creature within 30 feet to make a DC 14 Constitution saving throw if the construct isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the construct until the start of its next turn, when it can avert its eyes again.

If it looks at the construct in the meantime, it must immediately make the save.

Description

The construct has the undead body of a minotaur with an undead basilisk fused in place of one of its arms. The gaze and poison of the basilisk combined with the undead might of a minotaur create a fearsome creature.

Arcane Abomination. This creature was created by dark arts combining both blood and necrotic magics, fusing two living creatures together during a torturous ritual to create an undead abomination.


Undead Nature.
The construct doesn’t require air, food, drink, or sleep.

Blind Obedience. When its creator or possessor is on hand to command it, a construct performs flawlessly. If the construct is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a construct might react violently — or stand and do nothing. A construct that has been given conflicting orders sometimes alternates between them.

A construct can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.

Habitat: Underdark

Phib

Comments

Posts Quoted:
Reply
Clear All Quotes