Huge Swarm of Large undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 79 (9d10 + 20)
Speed 40 ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +7
Skills Perception +7
Damage Vulnerabilities Acid
Condition Immunities Petrified
Senses Darkvision 60 ft., Passive Perception 19
Languages Abyssal Understands but can’t speak, Aquan Understand but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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 (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 minotaur can perfectly recall any path it has traveled.

Amphibious. The coral Minotaur skeleton can breathe air and water.

Siege monster. The coral Minotaur skeleton deals double damage to objects and structures.

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: +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.

Description

The creature appears similar to a regular Minotaur skeleton except for the coral grafted to its bones.

Monster Tags: Titan

Habitat: Coastal

Percivalwindwalker

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