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Minotaur Skeleton 2014

CR 2 undead

Large undead, chaotic evil


Armor Class
12 (natural armor)
Hit Points
63
Speed
40 ft.

STR18 (+4)
DEX10 (+0)
CON14 (+2)
INT6 (-2)
WIS8 (-1)
CHA4 (-3)

Saving Throws
Strength +4, Dexterity +0, Constitution +2, Intelligence -2, Wisdom -1, Charisma -3
Skills
Vulnerabilities
bludgeoning
Resistances
piercing
Damage Immunities
Undead Resilience
Senses
darkvision 60 ft., passive Perception 9
Languages
understands the languages it knew in life but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

Charge.

If the minotaur skeleton 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 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the skeleton and knocked prone.

False Appearance.

While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton.

Labyrinthine Memories.

The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled.

Undead Nature.

The skeleton doesn't require air, food, drink, or sleep.

Undead Resilience.

The skeleton is immune to poison damage, to exhaustion, and to the poisoned condition.

Actions

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: 11 (2d6+4) piercing damage.

Reactions

Counterattack (Recharge 6).

When a creature the minotaur skeleton can see hits it with a melee attack while within 5 feet of it, the skeleton can make one Gore attack against the attacker.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details