Charge. If the minotaur 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.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Calculated. At the start of its turn, the minotaur can gain advantage on all a melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Fragile Body. After falling under half health, the minotaur has disadvantage on every d20 roll.
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Built In Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) slashing damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Description
Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
At least that's what this creature was meant to be, constructed by an orc engineer to protect old blueprints, this mechanical copy of the Minotaur has all its same abilities, attacks, etc. At the expense of being somewhat weaker than a real Minotaur.
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