Minotaur Chieftain
Minotaur holdings are built to be confusing, and the chieftain is the one who does not find them so. He knows the whole plan, including the parts dug after the last survey. He takes a fight into a corridor of his choosing, and the party ends up somewhere it did not intend to go.
- Physiology
- Monster, Humanoid
- Size
- Large
- Speed
- 40 ft.
- Armor class
- 17
- Hit points
- 152 (16d10 + 64)
- Proficiency
- +3
- STR 21 +5 save +8
- DEX 13 +1 save +1
- CON 18 +4 save +7
- INT 12 +1 save +1
- WIS 16 +3 save +6
- CHA 15 +2 save +2
- Skills
- Athletics +8 , Intimidation +5 , Perception +6 , Survival +6
- Passive Perception
- 16
- Senses
- darkvision 60 ft.
- Languages
- Jotun, Common
- Found in
- Subterranean , Settlement
Traits
-
Knows the Warren
The chieftain cannot become lost, and knows the shortest route between any two points in its holding, including routes no one else has found.
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Charge
If it moves at least 20 feet straight toward a creature and hits with a gore attack, the target takes an extra 3d8 damage and is pushed 15 feet.
-
Cut Off
The chieftain knows which way a creature came and can cut it off from the way out.
Actions
-
Multiattack
Makes one Gore attack and one Greataxe attack.
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Greataxe
+8 to hit · reach 10 ft.
2d12 + 5 slashing damage
-
Gore
+8 to hit · reach 5 ft.
2d10 + 5 piercing damage
-
Drag Away
The chieftain moves up to its speed and drags one Grappled creature with it into a passage of its choosing.