Charge. If the Clockwork Minotaur moves at least 40 feet straight toward a target it can use its Charging Gore attack.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the Clockwork 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.
Steam Powered. The Clockwork Minotaur is immune to fire damage, and when struck with fire damage, it gains the effect of the Haste spell until the end of its next turn and deals an additional 10 Fire damage on hit. Cold damage immediately removes this effect.
Siege Monster. The Clockwork Minotaur deals double damage to Objects and Structures.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 10) slashing damage.
Charging Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 10) piercing damage. Only usable after moving 40ft directly towards foe. DC 18 Strength or foe falls Prone.
Description
Their metal stained with the blood of fallen foes, Clockwork Minotaurs are massive, bull-headed constructs whose roar is a savage battle cry that all civilized creatures fear.
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