Huge Undead, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Skills Athletics +7, Perception +5
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands Abyssal but can't speak it
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
Charge. 

If the undead 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 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.


 

Regeneration. 

The undead minotaur regains 10 hit points at the start of its turn. If the undead minotaur takes radiant damage, this trait doesn't function at the start of the undead minotaur's next turn. The undead minotaur dies only if it starts its turn with 0 hit points and doesn't regenerate.


 

Undead Fortitude. 
If damage reduces the undead minotaur to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant. On a success, the undead minotaur drops to 1 hit point instead.

 

Dark Aura. 

The undead minotaur takes 1d6 less necrotic damage and takes 1d8 more radiant damage.


 

Legendary Resistance (1/Day). 

If the undead minotaur fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The undead minotaur can make two attacks with it's greataxe.

Greataxe. 

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

 
Gore. 

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) damage, plus 3 (1d6) necrotic damage.

Reactions

If the undead minotaur takes half of it's current health it will cast Dimension door and teleport to a different area of the maze

Legendary Actions
The undead minotaur can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead minotaur regains spent legendary actions at the start of its turn.
  • Roar. Each creature of the Undead Minotaur's choice that is within 60 feet of the Undead Minotaur and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Undead Minotaur's roar for the next 24 hours.

  • move. the Undead Minotaur can move up to half its speed.

  • Impale (cost 2 action). The Undead Minotaur charges forward using a gore attack.

Description

 A Minotaur trapped in an eternal state of undeath, forever guarding its maze.

Lair and Lair Actions

On the lair's turn, If a creature is within 60 ft of the undead minotaur and is within 5 ft of a wall, vines whip out and attack them. The creature takes 1d6 bludging damage and must make a DC 16 dex save or is grappled. Grappled creatures take 1d6 bludging damage every turn until they break free. If a creature reaches 0 hits point while grappled they are pulled into the wall.

The Undead Minotaur knows where everyone is while in its lair.

Habitat: Underdark

Whisperinwind87

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