Large Monstrosity, Unaligned
Armor Class 20 (natural armor)
Hit Points 100 (9d10 + 27)
Speed 50 ft.
STR
20 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +9
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120ft., Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 9 (5d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet away and knocked prone.

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

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.

Actions

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d12 + 6) slashing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 4) piercing damage.


pneumatic spike.    Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (6d12 + 6) piercing damage.   recharges on a 5-6  

pneumatic hammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (6d12 + 6) bludgeoning damage.   recharges on a 5-6   



Description

minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
corrupted and fused with clock work mechanisms by  a unknown wizard    countless years ago these now unyielding minotaurs only know one thing "kill all who enter the labyrinth"

Habitat: Underdark

Blake_Nikos

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