Minotaur Skeleton

large Undead

Armor Class 12 (natural armor)

Hit Points 63

Speed walk +40

Challenge 2

STR
18
+4
DEX
10
+0
CON
14
+2
INT
6
-2
WIS
8
-1
CHA
4
-3

Saving Throws cha -3, con +2, dex +0, int -2, str +4, wis -1

Damage Vulnerabilities bludgeoning

Damage Resistances piercing

Damage Immunities Undead Resilience

Senses darkvision 60 ft.

Languages understands the languages it knew in life but can't speak

Special Abilities

Charge. 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.

False Appearance. While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton.

Labyrinthine Memories. The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled.

Undead Nature. The skeleton doesn't require air, food, drink, or sleep.

Undead Resilience. The skeleton is immune to poison damage, to exhaustion, and to the poisoned condition.

Actions

Greataxe. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage.

Gore. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage.

Reactions

Counterattack (Recharge 6). 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.

Source: Black Flag SRD · OGL/Open