Large Monstrosity, Neutral Evil
Armor Class 14 Natural armor
Hit Points 136 (16d10 + 48)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
9 (-1)
WIS
15 (+2)
CHA
10 (+0)
Skills Athletics +7, Perception +6, Survival +6
Senses Darkvision 60, Passive Perception 16
Languages Abyssal, Elvish, Minotaur, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Reckless. At the start of its turn, the Cenotaur 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.

Charge. If the Cenotaur 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.

 

Actions

Multiattack. The Cenotaur makes two attacks: two with its Greataxe or one with its Hooves and one with its Gore.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Reactions

Chase down. When the Cenotaur makes an attack of opportunity it can move up to 10 ft with the target and make a second attack.

Description

The Cenotaur is a very rare occurrence as they are only created through the cross breeding of a Centaur and a Minotaur. The Cenotaur retains the neutral behavior of the Centaur parent, but the evil and aggressive fighting style of the Minotaur parent.

Habitat: ForestGrasslandHill

Endershift

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