Huge Construct, Unaligned
Armor Class 20 Natural
Hit Points 100 (10d8 + 20)
Speed 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +13, CON +13
Damage Vulnerabilities Lightning
Damage Resistances Acid, Bludgeoning, Fire
Damage Immunities Slashing
Senses Passive Perception 1
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Full House. If 3 or more people are on the Minotaur, it may attack twice per turn instead of once.

Pirate Ingenuity. When this creature is hit, it may choose to lose AC equal to the dice rolled for damage. If the damage comes from a spell, it loses AC equal to the level the spell was cast.

Actions

Crew Action. The crew may take an appropriate action.

Ram. Melee Weapon Attack: +10 to hit, reach 15 ft.,  X target. Hit: 60 (8d10 + 20) [bludgeoning] damage. 

Mounted Turret. RangedWeapon Attack: +2 to hit, range 60/100 ft., 1 target. Hit: 25 (3d10 + 10) [piercing] damage.

Industrial Hook. Melee Weapon Attack: +10 to hit, reach 20 ft.,  X target. Hit: 20 (2d10 + 20) [bludgeoning] damage. The opponent (if a size large or bigger) must make a DC16 strength save or be grappled.

Description

A massive truck with a train cowcatcher attached to the front. Ludicrous amounts of metal plates on the sides make this thing nigh invincible to standard arms fire. The cabin sports a driver's seat and a large turret for the passenger seat. One of the most common transportation methods used by the Pirates.

Lair and Lair Actions

A massive scrapyard as far as the eye can see.

Lair Actions

On initiative count 20 - 10 (losing initiative ties), the strider takes a lair action to cause one of the following effects; the strider can’t use the same effect two rounds in a row:

  • Fast Crew: The Minotaur's crew welds more scrap onto the outside, raising its AC by 1.
  • From the steelwork: Summon 1d4 pirate grunts (See Pirate Grunt sheet).

 

Habitat: Urban

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