Large Elemental, Neutral
Armor Class 14 natural armor
Hit Points 100 (14d10 + 24)
Speed 0 ft., Fly 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Damage Vulnerabilities Force
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

labyrinthine recall. the minotaur can recall all previous paths taken.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Airhorn (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 12 (2d10 + 2) piercing damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the piercing damage and isn't flung away or knocked prone.

Description

An air elemental minotaur is a creature  created from a mad sorcerers experiments with air elementals.

Habitat: CoastalDesertHillMountain

lucius_lakar

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