Armor Class 16 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +9, CON +9, CHA +8
Skills Athletics +13, Intimidation +9
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Charge. If Asterion 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 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. Asterion can perfectly recall any path he has traveled.

Reckless. At the start of its turn, Asterion can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Magic Resistance. Asterion has advantage on saving throws against spells and other magical effects.

Magic Weapons. Asterion’s weapon attacks are magical.

Legendary Resistance (2/Day). When Asterion fails a saving throw, it can choose to succeed instead.

Regeneration. Asterion regains 10 hit points at the start of each of its turns. If Asterion takes radiant damage, this trait doesn't function at the start of Asterion's next turn. Asterion dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Asterion makes two attacks: two with its Greataxes or one with its Gore and one with its Stomp.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Legendary Actions

Asterion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Asterion regains spent legendary actions at the start of its turn.

Swipe. Asterion makes one Greataxe attack.

Stampede (Costs 2 Actions). Asterion moves up to its speed without provoking opportunity attacks, and it can make one Stomp attack against each creature it moves past.

Rampage (Costs 3 Actions). Asterion makes one Gore attack.

Description

A minotaur thief and exarch of Baphomet, who loots the dead in the Endless maze. Asterion has shifting tattoos all over his body. The tattoos map the Endless Maze. He wields two axes called Neckfinder and Headstealer.

bnwhitt5260

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