Charge: Minotaur can move through enemy space. Make Athletics (STR) check against AC of each creature in the way. On success, Minotaur can move through a creature and shove it for 5 ft in direction of his choosing.
Earthen Grasp: Minotaur has tremorsense with a range of 15 ft.
Indomitable (3/day): Minotaur can choose to reroll a failed saving throw.
Elemental Rampager: Using his bonus action, Minotaur can absorb energy from elemental or arcane sources. When absorbed energy is active, minotaur gains 25 temporary hit points and is immune to selected element until he choses different one.
Necrotic Rampage: Minotaur attacks deal necrotic damage. Minotaur is immune to plant based restraints. When Minotaur hits creature with melee attack, the creature must succed on DC 14 Con save or have disadvantage on all attacks till the end of it next turn.
Fire Rampage: Minotaur attacks deal fire damage. When hit with meelee attack, attacker takes 1d4 fire damage. Fire breath (BA): Line, 10 ft. wide, 30 ft long. 3d6 fire damage on failed DC 14 Dex (half on success).
Radiant Rampage: Minotaur attacks deal radiant damage. When hit, attacker must succeed on DC 14 Con save or be blinded untill start of next turn. Can teleport up to 30 ft. as bonus action. Gains Evasion.
Steam Rampage: Minotaur attacks deal fire damage. Deals full fire damage under water. Aura of steam deals 1d4 fire damage at the start of turn in 20 ft. area. Gains flyings speed of 15 ft. with Flyby. Steam breath (BA): Cone, 30 ft. 3d6 fire damage on failed DC 14 Dex (half on success)
Water Rampage: Minotaur attacks deal bludgeoning damage. Can grapple as bonus action and grappled creature starts suffocating. Elemental Fist can hit ranged targets and has no disadvantage in melee. Minotaur move through enemies.
Arcane Rampage: Minotaur can't use Elemental Fist and STR score becomes 10. Minotaur had resistance to spell damage and advantage on saving throws against spells. Optional: Gains War Caster feat. Has innate spellcasting and requires no material components. (spell DC 14, spell attack +6):
(At will): Booming blade, Firebolt, Blade Ward, Shocking Grasp, Toll the dead.
(4 times per day): Shield, Burning Hands, Absorb Elements, Witch Bolt, Grease
(3 times per day): Earthbind, Flaming Sphere, Rime's Binding Ice, Shatter, Warding Wind.
(2 times per day): Erupting Earth, Melf's Minute Meteors, Thunder Step, Wall of Water, Fly.
Storm Rampage: Minotaur attacks deal thunder or lightning damage. Minotaur can teleport up to 30 ft. as bonus action, dealing 1d6 lightning or thunder damage in 5 ft. area at point of origin and destination. Has advantage on attacks against metal armor.
Frost Rampage: Minotaur attacks deal cold damage. Aura of frost with 30 ft range that reduces movement by 10 ft. Elemental Fist attack is a slow touch that ignores target armor AC.
Acid Rampage: Minotaur attacks deal acid damage. Attacks reduce enemy AC by 1 each hit. Corrosive aura that reduces healing by half.
Force Ramgape: Minotaur attacks deal force damage. Minotaur has resist to all damage. Elemental Fist attack ignores shield, mage armor and shield of faith spells. Minotaur attacks deal double damage to objects.
Multiattack. Minotaur can use it's action to make one Elemental Fist attack.
Elemental Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 4) elemental damage.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d4 + 4) elemental damage. On hit, the creature must succeed on DC 14 STR saving throw or fall prone.
Absorb Elemental Force: The Minotaur can absorb the energy of elemental force and activates Elemental Rampage of absorbed element. The minotaur gains 25 temporary hit points.
Opportunity. When an enemy misses attack against Minotaur, he can use reaction to Headbutt the enemy.
Countergrapple: When a creature fails grapple contest against Minotaur, he can use reaction to grapple that enemy using results of the same contest. Does not work in Arcane Rampage.
The Minotaur can take 1 villain action, choosing from the options below. Only one villain action option can be used at a time and only at the end of another creature’s turn. The Minotaur regains spent villain actions at the start of its turn.
Move (Costs 1 Actions). Minotaur moves up to his speed without opportunity attacks.
Cantrip (Costs 1 Action, only Arcane Rampage form). Minotaur uses any of his cantrips.
Push (Costs 1 Action). Minotaur performes shove action agains one target.
Description
Undead Minotaur: Elemental Rampager is a creature with deep connection to the nature even after it became undead. Feel free to make it not a minotaur or not even undead. You can make it any CR you want, and adjust damage output to your liking, that is what we all here for.
In my setting, minotaurs are very close to elements, they can speak to them, control them at will. Their favoured element is earth, but you can make them connected to whatever you like. Undeath in most cases is still a curse, but a consious one, creatures in my world oftend choose to follow death but afterwards find themselves to be slaves to the will of other powerful entities.
I did not want to make separate statblock for each element. You can add additional resistances for some elements, like resist to cold in Fire Rampage or to poison in Water Rampage. The minotaur is your oyster.
P.S. I know that Arcane is not element, i just needed spellcaster stage. If spellcaster is being too strong, make it so he needs elemental source to cast spells, almost all of them are connected to elements. You can also not use shield. I also didn't add Fireball or Lightningbolt, they are cheap and if you need them - just add them. Add any spell you like.







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