Large Monstrosity
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Fortitude. (38/38) The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is knocked unconscious.

Fatigue. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Stampeding Charge. Once per short rest, as an action, this creature moves up to its speed on the ground in a straight line. Creatures in the way of this line must make a DC11 Dexterity saving throw, taking 1d10 bludgeoning damage and being knocked prone into an adjacent square on a failed save. On successful save, the target dodges to an adjacent square and takes no damage. Alternatively, a creature can make a DC13 Strength saving throw, taking half damage and ending the charge on a success.

Fortitude Recharge: If this creature has Fortitude, then when one Hit Point pool is reduced to 0, stampeding charge recharges and can be used immediately as a reaction.

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: 13 (2d8 + 4) piercing damage.

Description

A version of the Minotaur upgraded into a boss using Reddit user u/Leuku's Solo Boss Monster Insert rules. It should hypothetically be a CR 4 monster, but due to the HP manipulation features it may be a bit higher than that.

Tjeff97

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