Obsidian Minotaur
Large construct, neutral
Armor Class
16 (natural armor)
Hit Points
76 (8d10 + 32)
Speed
30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities
acid, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages of its creator but can’t speak
Challenge
8 (3,900 XP)
Charge. If the obsidian 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 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Immutable Form. The minotaur is immune to any spell or effect that would alter its form.
Magic Resistance. The minotaur has advantage on saving throws against spells and other magic effects.
Magic Weapons. The minotaur’s weapon attacks are magical.
Actions
Multiattack. The obsidian minotaur makes one gore attack and two claw attacks.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage.
Burning Breath (Recharge 5–6). The obsidian minotaur expels a cloud of superheated gas that fills a 10-foot cube adjacent to it.. The gas fades after the end of the minotaur’s next turn. Creatures who enter the area or start their turn there must make a DC 16 Constitution saving throw. On a failed saving throw, the target takes 31 (9d6) fire damage and it is poisoned for 1 minute. On a successful saving throw, the target takes half the damage and is not poisoned.