Large monstrosity (minotaur), chaotic evil
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Hit Points 92 (12d10+36)
Speed 40 ft.
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Str Dex Con Int Wis Cha
18 (+4) 11 (+0) 17 (+3) 10 (+0) 16 (+3) 7 (-2)
18 (+4) 11 (+0) 17 (+3) 10 (+0) 16 (+3) 7 (-2)
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Skills Intimidation +7, Perception +7
Senses Darkvision 60 ft; passive Perception 17
Languages Abyssal, Common
Challenge 4 (1100 XP)
Charge. If the cultist 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.
Challenge 4 (1100 XP)
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Charge. If the cultist 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.
Improved Critical. The cultist's weapon attacks score a critical hit on a roll of 19 or 20.
Labyrinthine Recall. The cultist can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the cultist 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.
Savage. The cultist gains a +2 bonus to weapon damage rolls.
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ACTIONS
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Greataxe. Melee Weapon Attack: +6 to hit , reach 5 ft ., one target. Hit: 19 (2d12 + 6) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage.
Unholy Geyser. The cultist exhales a watery blast in a 10-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
1 comment:
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