Bleeding Horror Minotaur
Large undead, chaotic evil
Armor Class
14 (natural armor)
Hit Points
75 (10d10 + 20)
Speed
30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
16 (+3)
Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 16
Saving Throws
Dex +3, Con +5, Wis +3
Skills
Perception +6, Survival +6
Languages
Giant
Challenge
6 (2,300 XP)
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 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Horrific Appearance. All creatures who directly look at the minotaur must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the minotaur’s horrific appearance for the next 24 hours.
Magic Resistance. The minotaur has advantage on saving throws against spells and other magic effects.
Magic Weapons. The minotaur’s attacks are magical.
Actions
Multiattack. The bleeding horror minotaur uses its gore attack, and makes one attack with its claw and one with its greataxe, or two with its claws.
Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.