Large Swarm of Large monstrosities, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 42 (6d10 + 6)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Kothian
Challenge 2 (450 XP)
Proficiency Bonus +2
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.

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.

Forpann. This 8 ft. long, two-handed trident has a rope attached to its base from which trails a 10' wide, weighted throwing net. If the warrior succeed on the attack with the trident, the net can be used as a bonus action by making a regular attack roll. Upon being netted, the target must succeed on a DC 10 Strength saving throw or be restrained. A restrained creature's speed becomes 0, and it has disadvantage on attack rolls. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Type: Martial Melee. Weight:9lbs. Price:50 GP. Special: Heavy, Net, Two handed. 

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Flail. Melee Weapon Attack: +6 , reach 5ft., one target. Hit: 11 (1d8 + 6)

Forpann. Melee Weapon Attack: Trident: +6, reach 5ft., one target. Hit: 11 (1d8 + 6) piercing damage. Net: +6, reach 5/15, one target. 

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Description

The minotaurs of Krynn are a highly organized warrior race primarily occupying the remote islands of Mithas and Kothas. Huge and brutish, the minotaurs believe their destiny is to conquer and enslave the world. Minotaurs, like most other races,  take  themselves to be the chosen of the gods.

Honour. Above all else, minotaurs value their honour. Without honour, they have no life. They live by a rigid code of honour, developed over the years in response to many hardships. This code embodies the minotaur way of life. Thus, minotaurs allow no exceptions to the code of honour. A minotaur will honour his word, no matter how painful the consequences might be.

Military cunning. Their brutish heads belie the keen minds within; many are smarter than the average human. Minotaurs adhere strictly to the rule of might: Might makes right. They believe that any problems they have can be solved with strength, cunning, and skill.

 

Habitat: Coastal

RedSpider78

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