Special Trait Name. Roar of the Cretian Minotaur (any creature within 90 feet must make a DC12 Wisdom saving throw or be frightened for 1 turn)
Spellcasting. The [Crete Minotaur] is a 9-level spellcaster. Its spellcasting ability is [Strength] (spell save DC 17, +7 to hit with spell attacks). The [Crete Minotaur] has following [Crete Minotaur] spells prepared:
Cantrips (at will): [Choking Aura (1 reaction)1 cast Action: when targeted by 2 melee attackers it can choose 1 and use it's raised level of Aura to try and hold the creature in place DC13 strength saving throw],
[Astral Offense (range 10 feet (duration instant) (Calling upon Minoan ancestors it projects his soul onto another creature within range, player must make a DC14 Wisdom saving throw or be frightened for 3 turns (while being used leaves the Minotaur's body intangible],
[Call of Herakles: using the glowing Red horn of the minotaur, it let's the Minotaur tap into the strength of Herakles and gain 2 extra attacks that turn (10 uses only)],
[Call of Asclepius (using the glowing blue horn it will call upon the medicinal ability of Asclepius, allowing the minotaur to heal itself for 5% of it's max HP]
1st level (10 slots): [Vortex Grab (range, 90 feet) 1 cast Action: summons a 3 foot tall and 3 foot wide portal of inky black goo, reaching through it he can grapple and pull a player or object through]
2nd level (3 slots): [Damning Hubris (range, self) free action: anything the Minotaur sees done, it can replicate, but at disadvantage for 3 turns]
3rd level (5 slots) [Fireball]
5th level (5 slots): [Call of the Fates (range, unlimited(reaction)): When a spell caster performs a spell in front of the minotaur it can call upon the fates to try and alter reality itself (the spellcaster has to make a dc20 wisdom saving throw or be subject to their own spell backfiring]
9th level (3 slots): [Will of Somnus (range, 30 feet(reaction)): When a player makes an attack against the Minotaur that it can see, they must succeed on a DC30 wisdom saving throw or gain 2 levels of Exhaustion]
[[[[
Action Name. Test of Herakles: Every attack that misses adds a +5 to hit to the next attack (stacks) reset to hit at dawn
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 1 (4d6 + 8) [bludgeoning] damage.
Action Ranged Attack. Ranged Weapon Attack: +10 to hit, range 15/120 ft., 1 target. Hit: 1 (1d5 +2 ) [piercing] damage.
Multi-Attack, 3 extra attacks
Dash
object interaction
Reaction Name. Attack of Opportunity
Flash of Athena's wisdom (gives a +12 to Wisdom saving throws)
Legendary Action Name (Costs # Actions). [Fervent Effort (range, self) 1 Action: Minotaur screams wildly into the sky and his eyes start to glow red, giving advantage on all strength checks and strength saving throws for 10 rounds while giving disadvantage against ranged attacks],
Mythic Action Name (Costs # Actions). [Call of Pan] Upon death it dissolves into golden ichor and returns to the labyrinth (Contingency: free action)
Description
Albino Minotaur that's snow white, 14 feet tall, blind, has rippling muscles, and has a superb sense of smell that gives it advantage on perception checks.
1 cast action per turn 2 attack actions per turn
Lair and Lair Actions
A replica within a pocket plane granted by (Echo's Disdain), gives it immunity to all charmed, frightened, and Exhaustion
Grasp of the Gods: for 1 free action whilst grappling an opponent in Echo's Disdain pocket plane, the Minotaur can slam the a person into the ground turning them into an explosion of Ichor (see Banishment)
Immutable form
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/10/2023 7:34:07 AM
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17
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2
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5e
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Coming Soon
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