Large Monstrosity, Chaotic Evil
Armor Class 22 Bronze Armor
Hit Points 280 (12d12 + 27)
Speed 60 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +13, DEX +9, CON +11, CHA +11
Skills Athletics +16, Intimidation +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Minotaur
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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 18 (4d8) 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.

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.

Shapechanger. The minotaur can use a bonus action to polymorph into a bull, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to itstrue form if it dies.

Rally. While the warlord isn't incapacitated, each ally of the warlord within 30 feet of it can't be charmed or frightened.

Actions

Multiattack. The minotaur makes four attacks with its greataxe.

Honorblade, +3. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 7) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 7) piercing damage.

Slam (Recharge 5-6). The minotaur smashes the ground beneath it, creating a seismic wave. All creatures standing on the ground within a 15 ft. radius circle around the minotaur must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 24 (6d6) bludgeoning damage. Creatures that are already prone are not affected.

Bonus Actions

Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. (+4)
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Commanding Mark. 

You allies hear your words of command, and they will attack wherever you think there is weakness. You can spend a bonus action to verbally speak or signal an order to all allies within range (30 ft) to attack a target within melee range. Any ally who chooses to attack a target gains advantage on this attack.

Reactions

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Bulwark (3/Day). When an ally within 30 feet of the warlord fails a saving throw, the ally can reroll the saving throw.

Legendary Actions

Zakroth 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. The Minotaur regains spent legendary actions at the start of its turn.

Sweeping Attack: The Minotaur sweeps his Great Axe in a horizontal arc, All creatures within 5', in front of the Minotaur must make a DC 15 Dexterity check or take 28 (3d12 + 7) damage and get knocked prone.

Commanding Mark. 

You allies hear your words of command, and they will attack wherever you think there is weakness. You can spend a bonus action to verbally speak or signal an order to all allies within range (30 ft) to attack a target within melee range. Any ally who chooses to attack a target gains advantage on this attack.

Leadership (Costs 2 Actions). Until the end of the warlord's next turn, each ally of the warlord's choice that can see the warlord can add a d4 to each of their attack rolls, ability checks, and saving throws. This effect ends if the warlord is incapacitated.

 

Habitat: Underdark

Gyr8r

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