LGtC:Minotaur Lord

Minotaur Lord
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft.

20 (+5) 11 (+0) 16 (+3) 7 (-2) 16 (+3) 12 (+1)

Saving Throws Str +8, End +6
Skills Intimidation +4, Perception +8
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Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses darkvision 60 ft., passive Perception 17
Languages Tamrielic, Minotaur

Challenge 6 (2,300 XP)Proficiency Bonus +3
Brave. The minotaur has advantage on saving throws against being frightened.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

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.

Siege Monster. The minotaur deals double damage to objects and structures.
Multiattack. The minotaur makes three melee attacks, only one of which can be a Piercing Gore.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Piercing Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the minotaur moved at least 15 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. If the saving throw fails by 5 or more, nonmagical armor worn by the target is damaged and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Found In: Legionnaire's Guide to Cyrodiil