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Blood Cursed Beastman

Large fiend, chaotic evil

Armor Class 18 (Natural Armor)
Hit Points 130
Speed 40 ft.
STR
20
(+5)
DEX
11
(+0)
CON
16
(+3)
INT
6
(-2)
WIS
16
(+3)
CHA
9
(-1)
Saving Throws STR +9, CON +7
Skills Perception +7
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 5 (1,800 XP)

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 (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.

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.

Magic Resistance. The Beastman has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Beastman makes 3 attacks: one Gore attack, one Greataxe attack and one Bloodcurdeling Roar if it is available.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8+5) piercing damage.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d12+5) slashing damage.

Bloodcurdeling Roar (Recharge 5-6). Anyone within 20 ft. must make a CON save. Fail: target takes 2d6 psychic damage and is frightened for 1 minute. Save: no damage.