Minotaur Champion
Huge Monstrosity, (CR 16)Armor Class 19
Hit Points 262 (21d12+126)
Speed 50 ft.
22 (+6)
10 (+0)
22 (+6)
10 (+0)
16 (+3)
14 (+2)
Skills
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Undercommon
Challenge Rating 16
Actions
Multiattack.
The minotaur gores once and attacks twice with its greataxe.
Gore.
Melee Weapon Attack: +11 to hit reach 5 ft. one target. Hit: 19 (3d8 + 6) piercing damage and the target makes a DC 19 Strength saving throw being pushed up to 5 feet away and falling prone on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack the attack deals an extra 13 (3d8) damage.
Greataxe.
Melee Weapon Attack: +11 to hit reach 10 ft. one target. Hit: 25 (3d12 + 6) slashing damage.
Fire Breath (Recharge 5-6).
The minotaur exhales fire in a 30-foot cone. Each creature in the area makes a DC 19 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success.
sizeHuge
typeMonstrosity
group
alignment
strength_save11
dexterity_save5
constitution_save11
intelligence_save
wisdom_save8
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr16
reactions
legendary_desc
legendary_actions
special_abilitiesname: Labyrinthine Recall,desc: The minotaur can perfectly recall any route it has traveled.,name: Magic Resistance,desc: The minotaur has advantage on saving throws against spells and magical effects.
spell_list
page_no335
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 335