Fiendish Minotaur
“Unveiling the Fiendish Minotaur: A Maze of Shadows, Labyrinths, and Unrelenting Terror!”
Appearance: The Fiendish Minotaur is a monstrous fusion of malevolent intent and primal strength, standing at a towering 9 feet with sinewy muscles rippling beneath its dark, obsidian-like fur. Its eyes burn with an unholy crimson glow, and twisted, demonic horns curl menacingly from its skull. Jagged, obsidian hooves strike fear with each echoing step, and a nightmarish aura surrounds the creature, making its presence almost suffocating.
Behavior: Known for its sadistic intelligence, the Fiendish Minotaur is not a mindless beast but a cunning predator. It thrives on the suffering of those who dare enter its domain, relishing the fear it instills in its victims. Despite its ferocious exterior, the minotaur is surprisingly patient, toying with its prey before delivering the final, devastating blow.
Habitat: The Fiendish Minotaur roams through shadow-laden labyrinths that seem to shift and change at its whim. These dark, twisting mazes are laden with traps and illusions, designed to disorient and exhaust any who venture inside. The minotaur claims these labyrinths as its own, an extension of its malevolent will, and only the most foolhardy or desperate dare to seek its lair.
Modus Operandi: The minotaur employs a variety of tactics to ensnare its victims. It uses its uncanny sense of smell and sound to stalk them through the labyrinth’s winding corridors, exploiting their fears and weaknesses. Often, it sets up elaborate traps or illusions to confuse and terrify, reveling in the psychological torment it inflicts. Once it has its prey cornered, the Fiendish Minotaur attacks with brutal efficiency, displaying a primal, unstoppable force.
Motivation: The Fiendish Minotaur is driven by a malevolent desire to feed on the fear and despair of those who enter its domain. Its labyrinthine lair serves as a twisted stage where it delights in the suffering of intruders. Some believe the minotaur’s origins are tied to dark rituals or curses, while others see it as an embodiment of ancient, vengeful spirits. Regardless of its origin, the Fiendish Minotaur’s motivation lies in perpetuating the cycle of terror and despair that surrounds it.
Fiendish Minotaur 5e
Fiendish Minotaur Pathfinder
Fiendish Minotaur
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 14 (+2) | 8 (-1) | 10 (+0) | 6 (-2) |
Saving Throws Str +8, Con +5
Skills Perception +4
Damage Resistances Cold, Fire
Senses Darkvision 120 ft., passive Perception 14
Languages Abyssal
Challenge 9 (5,000 XP)
Keen Smell. The Fiendish Minotaur has advantage on Wisdom (Perception) checks that rely on smell.
Labyrinthine Recall. The Fiendish Minotaur can perfectly recall any path it has traveled.
ACTIONS
Multiattack. The Fiendish Minotaur makes three attacks: one with its gore and two with its greataxe.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 5) piercing damage.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 5) slashing damage.
Terrifying Roar (Recharge 5-6). It unleashes a horrifying roar. Each creature within 30 feet that can hear the roar must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lair Actions
Twisted Illusions. The Fiendish Minotaur creates illusory walls, causing confusion among intruders. Each creature within the labyrinth must succeed on a DC 15 Intelligence saving throw or be affected by the confusion spell for 1 minute.
Shifting Paths. The Fiendish Minotaur reshapes the labyrinth, altering its layout. The labyrinth’s structure becomes difficult terrain, and all creatures must make a DC 15 Intelligence saving throw or be teleported to a random location within the labyrinth.
Legendary Actions
The Fiendish Minotaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Fiendish Minotaur regains spent legendary actions at the start of its turn.
Move. The Fiendish Minotaur moves up to its speed without provoking opportunity attacks.
Gore. The Fiendish Minotaur makes a gore attack.
Frightful Presence (Costs 2 Actions). The Fiendish Minotaur uses its Frightful Presence.
Fiendish Minotaur CR 5 |
XP 1600 CE Large monstrous humanoid Init +0; Senses Darkvision 60 ft.; Perception +10 |
DEFENSE |
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size) hp 45 (6d10+12) Fort +6, Ref +5, Will +5; Defensive Abilities natural cunning; DR 5/good; Resist cold 10, fire 10; SR 10; |
OFFENSE |
Speed 30 ft. Melee Greataxe +9/+4 (3d6+6/x3) and gore +4 (1d6+4) Space 10 ft.Reach 10 ft. Special Attacks powerful charge (gore +11, 2d6+6); Smite Good 1/day (swift action, +Charisma bonus to attack, +HD bonus to damage; persists until target dead or creature rests). |
STATISTICS |
Strength 19, Dexterity 10, Constitution 15, Intelligence 7, Wisdom 10, Charisma 8; Base Atk +6; CMB +11; CMD 21 Feats Great Fortitude, Improved Bull Rush, Power Attack Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival Languages Giant |
ECOLOGY |
Environment temperate ruins or underground Organization solitary, pair, or gang (3-4) Treasure standard (Greataxe, other treasure) |
SPECIAL ABILITIES |
Natural Cunning (Ex) Although minotaur’s are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed. |