Minotaur Totem Warrior
Large monstrosity, chaotic evil
Armor Class
15 (natural armor)
Hit Points
85 (10d10 + 30)
Speed
40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Senses
darkvision 60ft., passive Perception 17
Skills
Athletics +6, Perception +7
Languages
Abyssal
Challenge
4 (1,100 XP)
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Battering Ram. If the minotaur moves at least 10 feet straight towards a target and then hits it with a totem attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 20 feet and knocked prone. If the target is a structure, this attack deals double damage.
Actions
Totem. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
Totemic Smash (Recharge 5-6). The minotaur smashes its totem on the ground, causing a shockwave to ripple forth in a 15-foot cone. Each creature in this area must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and 11 (2d10) thunder damage on a failed saving throw, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also fall prone.
Reactions
Totemic Armor. The minotaur stands strong and calls upon its inner strength to toughen its flesh from incoming attacks. When an enemy hits the minotaur with an attack that it can see, the minotaur can use its reaction to halve the damage of that attack.