Large Monstrosity (Merfolk), Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 76 (11d8 + 27)
Speed 40 ft., Swim 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
12 (+1)
Skills Perception +7
Damage Vulnerabilities Fire
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Aquan, Common, Minotaur
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the Cowmaid 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.

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

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

Amphibious. The Cowmaid can breathe air and water.

Aquatic Telepathy. The Cowmaid can communicate with aquatic beasts within 100 feet using telepathy. The merfolk can comprehend and verbally communicate with aquatic beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

Eel Strike. When the Cowmaid takes the disengage action, it may make a single weapon attack as a bonus action at any time during its turn.

Innate Spellcasting. The cowmaid’s innate spellcasting ability is charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.

  • 1/day: animal friendship, dominate beast (aquatic beasts only), hold monster (aquatic beasts only), message, sending (only through water)
Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Multiattack. The Cowmaid makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Share Breath. The Cowmaid touches one creature, and that creatures magically gains the Amphibious feature for 10 minutes.

Description

A large bull headed minotaur top with a mermaid tail bottom.

Monster Tags: monstrosity

Habitat: UnderdarkUnderwater

Kuri_Jane

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