Large Monstrosity (Minotaur), Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 93 (11d10 + 33)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws CON +5, WIS +2
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Understands Common but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude: If damage reduces the Zombie 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 or from a critical hit. On a success, the Zombie Minotaur drops to 1 hit point instead. 

 

Actions

Multiattack. The Zombie Minotaur makes two attacks: one with its Greataxe and one with its Gore attack. 

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. 

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. 

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) necrotic damage. The Zombie Minotaur regains hit points equal to the necrotic damage dealt. If the target is hit, it must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Unholy Resilience: When the Zombie Minotaur takes radiant or necrotic damage, it can use its reaction to halve the damage taken and move up to half its speed towards the creature that dealt the damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

EricS1127

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