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.
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.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target must make a DC 13 Constitution save or have their hit point maximum reduced by an amount equal to the damage taken..
Description
A minotaur who suffers the curse of undeath is bound to their place of rest, just as their living brethren are bound to their labyrinths. The crypt stalker endlessly stalks the corridors of mausoleums and rows of headstones, its hatred for its cursed state surpassed only by its malice for the living.
Previous Versions
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7/6/2017 8:16:21 PM
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1
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Coming Soon
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