Large Fiend (Minotaur), Chaotic Evil
AC 15 Natural Armor    Initiative +4 (14)
HP 102 (12d12 + 24)
Speed 45 ft.
Mod Save
STR 20 +5 +9
DEX 18 +4 +8
CON 14 +2 +6
Mod Save
INT 12 +1 +1
WIS 12 +1 +1
CHA 12 +1 +1
Senses Passive Perception 15
Languages None
CR 12 (XP 8,400; PB +4)
Traits

Arcane Chaos. If this creature is target by, or within the magical effects, of a Spell or anything activated by the Magic Action, that is Level 1 or higher, roll a d6. On a 3 or higher, roll on the Arcane Chaos Table. On a roll of 1 or 2, the Spell Reflection trait activates.

If the magical effect that triggers Arcane Chaos requires the original caster to hold Concentration, the burden of Concentration is transferred to the Arcane Chaos Table's designated target and the original caster is no longer affected by Concentration.

Allies of this creature cannot willingly drop Concentration if they are affected by Arcane Chaos.

Arcane Chaos Table
d4 Target
1 the original caster
2 ally
3 enemy
4 30 foot Emanation on the nearest creature

Spell Reflection. If you roll a 1 or a 2 on the d6 for the Arcane Chaos trait, this creature reflects the trigger of the Arcane Chaos trait to its original caster, so long as the creature it saves or is missed by the spell. The caster must follow the rules of the spell they casted at the target as if they are the target of the spell. 

Hex Null. This creature is unaffected by anything that triggers the Arcane Chaos trait. 

Mage Slayer. 

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Actions

Multiattack. This creature can make two Greataxe attacks and one Blast Shove attack. 

Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit:  15 (2d6 + 8) slashing damage.

Blast Shove. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit:  11 (1d6 + 8) bludgeoning damage. On a hit, the target must make a Strength Saving Throw. On a failure, the target is shoved up to 30 feet away in a straight line, flying through the air. If the target hits a wall in its path, it suffers equivalent falling damage. If the target rolls a 5 or lower on their Strength Saving Throw, it is shoved up to 60 feet away in a straight line, flying through the air.

Bonus Actions

Rapid Follow. Upon a successful Blast Shove, this creature can use its Bonus Action to move the same amount the target is shoved away.

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

Mythic Action Name. 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.

ravenhallgames

Comments

Posts Quoted:
Reply
Clear All Quotes