Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 99 (10d10 + 44)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Athletics +6, Intimidation +3, Perception +7, Religion +3
Senses Darkvision 60 ft., Passive Perception 17
Languages Draconic, Minotaur
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
2nd level (3 slots): hold person, spiritual weapon*
*The cultist does lightning damage instead

Labyrinthine Recall. The cultist 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

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. If the Cultist moved at least 10 feet straight towards the target immediately before the hit, 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.

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.

Habitat: Underdark

LamestHoax

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