Large Monstrosity, Chaotic Evil
Armor Class 15 (breastplate)
Hit Points 99 (10d10 + 44)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +7, WIS +6
Skills Acrobatics +4, Insight +6, Perception +9
Senses Darkvision 60 ft., Passive Perception 17
Languages Minotaur
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Curse of Binding (1/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.

Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Actions

Multiattack. The blood hunter makes two melee attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 3 (1d6) fire damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the Blood Hunter 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: DesertUrban

LamestHoax

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