Kevin the Minotaur
Large Monstrosity, Chaotic Evil
Armour Class 14 (natural armour)
Hit Points 76 (11d10 + 33)
Speed 40 ft.
|18 (+4)||12 (+1)||16 (+3)||6 (-2)||14 (+2)||10 (+0)|
Skills Perception +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses blindsight 60 ft., Passive Perception 17
Challenge 4 (700 XP)
Proficiency Bonus +2
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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.
Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.