Charge. If the minotaur 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.
Reckless. At the start of its turn, the 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.
Multiattack. The Minotaur makes either two unarmed strikes, or an unarmed strike and gore attack.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) bludgeoning damage plus 10 (2d8) necrotic damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Also on a hit, target rolls a constitution check of DC 13. If the target fails it becomes poisoned for 1 minute. It takes 2d4 necrotic damage at the start of their turns until the poison condition ends.
Roar. Each non-undead creature within 60 feet of the Zombie Minotaur that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Roar for the next 24 hours.
Description
Their fur stained with the blood of fallen foes, Zombie minotaurs are massive, bull-headed humanoids whose decaying flesh is and roar is a savage battle cry that all civilized creatures fear.
Previous Versions
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10/15/2022 12:28:36 PM
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