Large Monstrosity, Any Alignment
Armor Class 20 (natural armor)
Hit Points 173 (18d10 + 52)
Speed 40 ft., Swim 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Damage Resistances Cold, Lightning
Senses Darkvision 60 ft., Passive Perception 17
Languages Minotaur, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Battle Command. As a bonus action, the captain targets one ally they can see within 30 feet of him. If the target can see or hear the captain, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.

Charge. If the captain moves at least 10 feet straight toward a target and then hits them with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The captain can perfectly recall any path they have traveled.

Reckless. At the start of their turn, the captain can gain advantage on all melee weapon attack rolls they make during that turn, but attack rolls against them have advantage until the start of its next turn.

Actions

Leadership. (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided they can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Multiattack. The minotaur makes three attacks: two with their hooves and one with their  gore, OR One with its harpoon, one with their drag, and one with their one hoof.

Harpoon: +8 to hit, range 30/120ft (Trail rope is only 30ft). Hit 8 (1d6+5) piercing damage

On a hit the target is hooked by the harpoon and cannot move more than 30 ft from the minotaur unless they succeed on a contested strength check (half move speed on success)

The harpooned creature can pull the harpoon from their wound if they have two free hands and takes an action to do so, but they deals 1d6 damage to itself. A character who succeeds on a DC 15 medicine check can remove a harpoon without further damage

Drag. Minotaur and target make contested strength checks. On a success, the minotaur pulls the hooked target up to 15 ft toward themself. 

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Habitat: CoastalUrban

VemberSkye

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