Champion of Baphomet large monstrosity, chaotic evil
Armor Class 17 (splint armor)
Hit Points 90 (12d10 + 36)
Speed 40 ft.
STR 22 (+6)
DEX 11 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)
Skills Perception +9
Senses Darkvision 60 ft., Passive Perception 19
Languages Abyssal, Common
Proficiency Bonus +3
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 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 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.
Actions
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage and 13 (3d8) necrotic damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Bonus Actions
Demand (Recharge 5-6). The champion calls out an Abyssal command that affects any creature of its choice that understands a language. Each chosen creature within 20 ft. of the minotaur must make a Wisdom saving throw (DC 13) or be stunned, prone, or frightened until the end of the minotaur's next turn.
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