Large Monstrosity, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 106 (11d10 + 30)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

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

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 14).

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

Reactions

Parry: The Clawed Minotaur adds 3 to its AC against one melee attack that would hit. To do so, the Clawed Minotaur must see the attacker and have a free claw to parry with.

Description

The Clawed Minotaur stands tall looking out over the carnage of its own doing. Its crab like claws shimmer as the crimson blood of its foes drips off. Contend with results the Clawed Minotaur moves on to find its next unprepared victims.

Monster Tags: Misc Creaturemonstrosity

Habitat: Underdark

DungeonSoul

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