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.

large
undead
cr6
tome-of-horrors