| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 16 | +3 | +3 |
| CHA | 9 | −1 | −1 |
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition.
Cupid's Arrow. Ranged Attack Roll: +6, Range 60 ft. Hit: 10 (1d12 + 4) Piercing damage. On a hit, the target and the closest ally are connected by an invisible string that is intangible and immune to all damage. If one of the two reaches 0 hp, the other immediately becomes incapacitated until the other is revived. Only one connection can exist at a time. can be dispelled by Dispel Magic and is treated as a 9th level spell.
Previous Versions
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12/2/2025 10:57:09 PM
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Coming Soon
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