• SHAMAN.
few minotaurs are born with the gift hamness nature's magie and Serve as spiritual advisors to the tribe's chieftain,
WARRIOR
'Wartiors are minotaurs trained with the use of armor and shields,
MINOTAUR SHAMAN
I Lange monstrosity chaotic evil
'Armor Class 14 (natural armor)
Speed 40 fe
_CON INT _WiS CHA
Skills Perception ~10, Survival +7
I Senses darkvision 60 f., passive Perception 20
Challenge 6 (2,300 XP) takes and an ra hits ray damage. on Ifthe target the the
I Labyrinthine Recall The minotaur can perfectly recall any path it
I has traveled,
Reckless. 'on all At melee the start of is turn, the minotaur that can gain advantage
'on all melee 'against it weapon attack rolls dusing start that of turn, ts next bt attack rolls
'against it have advantage until the start of ts next turn.
I Spelicasting. The minotaur is an Sth-evel spellcaster Its spelleasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
has the following druid spells prepared:
Cantrips (at will: druideraf, paison spray thorn whip
Istlevel (4 slots): earth sremor envangle, dhunderwave
Jevel level (3 (3 slots) slots): hold person, spike growth erupting earth level (3 slots): dispel magic, erupting earth level (2 slots): freedom of movement, staneskin
AcTions
I Greataxe. Melee Weapon Aitack: to hit, reach one argel
Hit \7 (2d12 4) slashing damage
I Gore. Melee 13 Weapon 10 hit, reach fone target.
I Hit 13 (248 ~4) piercing damage.
194 Chapren 1. Bestiary
MINOTAUR WARRIOR
Lange monstrosity chaotic evil
"Armor Class 19 (splint mall shiela)
Hit Points 85 (10410 + 30)
Speed 30
1160)
'CON
163)
NT
wis
16-3)
Skills Pereeption
Senses darkvision 60 passive Perception 18
Languages Abyssal
Challenge 4 (1.100 XP)
Change. Ifthe minotaur moves atleast 10 feet straight toward a target and then hits it th a gore attack on the same turn, the target takes must an extra 9 on piereing damage. Irthe target throw or be ereature, pushed up it must succeed on a DC 14 Strength saving throw or be pushed up to
10 feet away and knocked prone.
I Labyrinthine Recall The minotaur can perfectly recall any path it
I has traveted,
I Reckless. 'on At he star of its turn, rolls the minotaur can gain advantage rolls
I all melee weapon attack rolls during start that twrn but next attack rolls against it have advantage until the start of ts next tun.
I AcTIONS
I Grealaxe. Hits Melee Weapon Aulack: +610 hit, reach 5 one largel,
I Hic 17 (2412 4) lashing damage.
I Gore, Melee 13 Weapon Attack: piereing +6 to hit, reach ft, one target.
I Hits 13 (248+ piercing damage.
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