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.

large
construct
cr8
tome-of-horrors