Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
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.
Charge. If the skeleton 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.
Multiattack. The zombie makes two melee attacks or uses its Empowering Slam.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 4) piercing damage.
Empowered Slam (Recharge 5-6). All creatures standing on the ground within a 15 ft. radius circle around the minotaur must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. Creatures take half as much damage on a success and are not knocked prone.
Description
Undead Nature. An alpha zombie minotaur doesn't require air, food, drink, or sleep.
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