Armor Class
12
(natural armor)
Hit Points
67
(9d10 + 18)
Speed
40 ft.
STR
18
(+4)
DEX
11
(+0)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
Damage Vulnerabilities
Bludgeoning
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Understands Abyssal but can't speak it
Challenge
2 (450 XP)
Proficiency Bonus
+2
Charge. If the 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 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.
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: 13 (2d8 + 4) piercing damage.
Describe the following to your players to provide better immersion - (show, don't tell during their first encounter):
This large creature appears to be nothing but a set of bones. Pinpoints of red light smolder in its empty eye sockets. The bones animate together with the head of a bull while grabbing a large weapon and it deftly heads in your direction.
In addition, you might want to allow them an Intelligence - Religion check to know the following (accumulated - a roll of 25 or above would know all):
DC5 (very easy): attacks with a weapon or gores an opponent with its horns
DC10 (easy): necromantic power compels them to attack the living and fight until destroyed or until you leave their domain - when charging, extra damage occurs from its gore attack
DC15 (medium): vulnerable to damage from bludgeoning weapons and does not have any damage resistances
DC20 (hard): attacking the creature with poison has no effect
DC25 (very hard): immune to exhaustion, and poisoned - additionally that it has darkvision out to 60'
This is perfect Thank you for sharing all of this info!
BEST 1st level dungeon "BOSS" monster!! hands down (maybe tied with Ogre Zombie)
Perfect for use in "Deadly Encounters" Campaign using a "crypt". 2 levels deep. (Single entrance, rooms 10x10 grid with door leading to 2nd 10x10 room, levels are identical layout)
3 "DEADLY" Encounters. Maybe add 1 to 2 more (coming and/or going) & that's 3 to 5 Deadly encounters. Enough for an entire "Adventuring Day" (and 1500 to 2000 Party XP)
Surface/Entrance level, 2 rooms:
- Entrance room: Trapped Entrance doorway/hall (DC15 dead fall trap), contains only scattered debris other than this
- Upper burial chamber: room with 6 stone caskets (3x2 row), 5 are broken, 1 is intact, 5x rat swarm hidden in broken coffins, 1 each
- ALL Rat swarms trigger & attack if PC comes within 1 grid of a casket, or if room is lit (if room is lit Swarms trigger 10 seconds afterwards)
- Room has creature loot plus, 6x "burial" item loot (3d4GP value in trinkets each), plus sealed coffin, contains dust and rotten cloth plus a "perfect" (+1) sling inside
- room is littered with more debris other than caskets with small details to the entombed (Rha-krak son of Urth, 2nd Sword of Tur, Fell at Herders pass, "X-date" is forgotten calendar)
- puzzle sealed stone door, solve (riddle/puzzle) to open, opens to stairs to lower level (no trap)
Lower level:
- Honor guard chamber with 5x skeleton guards endlessly playing dice at stone table over some old coins (3 engage melee, 2 engage ranged as they notice PC's on entering room)
- Loot for creatures plus 100GP in old coins, A 6x10 stone table with 2 stone benches are the rooms only decoration, This room unlike the floor above is mostly tidy of debris.
- room has 2nd locked (DC16 to pick) stone door, if searched 1 skeleton has key, its trapped with (DC14 to find/DC16 to disarm) an whole room acid spray. Opens to Boss room
"Boss room encounter" room: Add CR of 0.25, or +CR 1/4, to Boss (Minotaur Skeleton "Warlord", really just a standard one with a cloak of protection & common magic weapon)
A 10x10 room, with rotted banners and 2 dog sized copper bulls either side of a huge stone throne on a 3x3, 1 step up, raised platform against the back wall. Seated in the throne:
- Minotaur skeleton is seated on the stone throne, with: a Cloak of protection (being worn, +1AC) & a sheathed "moon-touched" great sword on its lap (will wielded as preferred attack).
- Unsheathes Sword immediately as door is fully opened, Save vs Con ("Shock/Confusion" DC12), when moon-touched sword is un-sheathed, if failed automatically lose initiative to Minotaur skeleton 1st combat round, Will charge the closest target ASAP.
- Hidden "chest" (DC12 to find) in throne seat, contains the lair loot with a "Vicious Weapon" War hammer magic item 100% chance.
- If there are 5 PC's add another Vicious (Bow?) or Moon-touched (Rapier?) weapon
- Copper Bulls have a value of 25GP each, but require a single or combined, Strength of 15 or greater to move.
This is beautiful
I think there should be more undead types for necromancers, like, there are so many cool variations of undead in d&d like this and zombie beholders
I agree Randy he is so cool.
Wow thanks!
This has to be at least a cr 3, cr 2 is inaccurate imo
A regular Greataxe does 1d12 damage
This minitour’s axe does 2d12 damage, but there's nothing said about it anywhere in the description
I ask because I want to know if there's a feature that doubles the damage or if the axe itself is stronger
More specifically if my party gets the axe, will it do 1d12 or 2d12 damage?
1d12
Bit late, but the minotaur is a Large creature and the axe is sized accordingly. And as per the DMG, a weapon's damage dice are doubled when it's used by a Large creature (though centaurs and driders seem to be an exception, likely because their humanoid torsos are the same size as those of a Medium humanoid). So technically, it's the axe itself.
If your party got the axe they would likely be unable to even wield it because it's too big for them, unless someone uses an effect that increases their size to Large such as the enlarge/reduce spell. In which case I would make it deal 1d12 + 1d4 damage as per said spell; 2d12 might end up being unbalanced.
OK THZ
This seems like they were running out of ideas, and said "what are two scary monsters? let's see, we have a minotaur and a skeleton. I know! let's just combine them!" bam! minotaur skeleton!
you can use these templates from the DMG to make your own
I might use one of these in a dinosaur themed setting I am making. It will be reflavored as a tricertaur so it will be a cross between a minotaur, a triceratops, and a skeleton.
Replace the Bull parts with Triceratops parts, buff the charge and gore and up the AC and thats a cool CR5 abberation or Yuan Ti miniboss
Why would you think it should be an abberation? If it is a tricerataur skeleton, I would have it as either undead, or elemental because technically fossils are stone. If they come across a living tricerataur it would probably be a monstrosity or a dragon, but I don't understand why it would be an abberation.
Would this and a normal minotaur be a good boss fight for 2 level 9's and a level 8? If not, should I remove one of them or change the enemy?
would this be a GOOD FIGHT FOR MY LEVEL 3 PLAYERS without destroying theme?
You kidding?
that’s prime minion material
4 a boss, I’d recommend something CR8-9, how about a cult fanatic and a pre-summoned chain devil?
has enough moving parts 2 be interesting, provides basic strategy (take out fanatic before they HP), can be nerfed through giving it less chains 2 animate.
if the fight seems 2 easy, have a few cultists come in and attack from behind, give them athletics proficiency and try grappling then shoving the PC prone and dragging them away 2 be killed.
Tactics? Hold person the most obvious foe, chain devil uses animate chains, they both tenderise the paralysed victim unless concentration is broken, then move onto other spells if this fails.