Minotaur Skeleton 2014
CR 2 undead
Large undead, chaotic evil
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.
While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton.
The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled.
The skeleton doesn't require air, food, drink, or sleep.
The skeleton is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Reactions
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