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 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
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 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 Minotaur drops to 1 hit point instead.
Half Heated Body. when it reaches three-quarter of its hitpoints the flakes that cover its body catch fire causing damage to those who hit it directly. A creature that touches the Undead Red Dragon Minotaur or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Heated Weapons. When the Minotaur hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Fire Breath (Recharge 3). The Minotaur exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Description
An ongoing experiment created by tiamat cultists who tried to make the creatures of the world more dragonish. A half undead body half draconic covered with scales, which becomes inflamed when it feels that it is about to fall apart.






