Large Monstrosity, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 26 (3d10 + 6)
Speed 40 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Charge. If Zareef's Trial 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 5 (1d8) 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.

Trials End. Zareef's Trial will always reckless attack after half health

Reckless. At the start of its turn, Zareef's Trial 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 (1d12 + 3) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 3) piercing damage.

Description

Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear. Zareef wears the robes of his guild colors (which are all bloodied from the previously failed contestants)

Habitat: Underdark

UltimateMomentum

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