Large Fey, Neutral
Armor Class 14 Natural Armor
Hit Points 68 (7d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Condition Immunities Charmed
Senses Darkvision 60 ft, Passive Perception 17
Languages Druidic, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the Astherotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

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.

Fey Blood. An Astheortaur cannot be put to sleep.

Fey Forged. If the Astherotaurs Greatsword attack hits, the Target must make a Dexterity Saving Throw (DC 14), on a fail, the Target suffers the effects of Faerie Fire, Attacks against affected creatures are made with advantage, and affected creature or object can't be invisible.

Faerie's Farewell. When the Astherotaurs hitpoints are reduced to 0, when it dies, it's body desintegrates, leaving behind a single flower.

Actions

Greatsword. Melee Weapon Attack, Attack: +5, Reach 5ft, One Target, Hit: 15 (2d10 + 4) slashing damage. 

Gore. Melee Attack, Attack: +5, Reach 5ft, One Target, Hit: 11(2d6 + 4) piercing damage. 

Description

An Astherotaur is a fey-version of the Minotaur, unaffected by Baphomets corruption.
Astherotaur are usually peaceful individuals, but if the peace of the forrest is disturbed, they will aggressivly hunt down the culprits.

Habitat: Forest

Otakurious

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