Half-Fiend Minotaur (5e Creature)
Half-Fiend Minotaur
Large monstrosity, any evil alignment Armor Class 15 (natural armour)
Skills Deception +4, Intimidation +4, Perception +10 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 14 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. Innate Spellcasting (1/Day). The minotaur can innately cast dispel evil and good (spell save DC 12), requiring no material components. Its innate spellcasting ability is Charisma. 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. Sense Evil and Good. The minotaur senses powerful good and evil within 120 feet of it at will. This trait otherwise works like the detect evil and good spell but it isn't itself magical. Spellcasting. The minotaur is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The minotaur knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation Vile Blessing. The minotaur has advantage on saving throws against being charmed or frightened. ACTIONSGreataxe. 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.
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A minotaur with the Half-Fiend template applied to it. Minotaurs infused with fiendish evil, half-fiend minotaurs are usually created by powerful and mysterious unholy rituals, usually performed in the name of Baphomet. Bat-like wings unfurl around its shoulders, and its horns look more wicked than those of normal minotaurs. |
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