Large Undead, Neutral Evil
Armor Class 8 (natural armor)
Hit Points 81 (9d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +1
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal It can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If the minotaur 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 9 (2d8) 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.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur 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.

Undead Fortitude. If damage reduces the zombie 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 drops to 1 hit point instead.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Durinnir

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