Page 333 - D&D 5e - SRD
P. 333
Condition Immunities prone the same turn, the target takes an extra 9 (2d8)
Senses darkvision 60 ft., passive Perception 11 piercing damage. If the target is a creature, it must
Languages — succeed on a DC 14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
Challenge 2 (450 XP)
Labyrinthine Recall. The minotaur can perfectly recall
any path it has traveled.
Shapechanger. The mimic can use its action to Reckless. At the start of its turn, the minotaur can gain
polymorph into an object or back into its true, advantage on all melee weapon attack rolls it makes
amorphous form. Its statistics are the same in each during that turn, but attack rolls against it have
form. Any equipment it is wearing or carrying isn’t advantage until the start of its next turn.
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to Actions
anything that touches it. A Huge or smaller creature Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
adhered to the mimic is also grappled by it (escape DC one target. Hit: 17 (2d12 + 4) slashing damage.
13). Ability checks made to escape this grapple have
disadvantage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an
ordinary object. Mummies
Grappler. The mimic has advantage on attack rolls Mummy
against any creature grappled by it.
Medium undead, lawful evil
Actions Armor Class 11 (natural armor)
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 Hit Points 58 (9d8 + 18)
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If Speed 20 ft.
the mimic is in object form, the target is subjected to
its Adhesive trait. STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
acid damage. Saving Throws Wis +2
Damage Vulnerabilities fire
Minotaur Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Large monstrosity, chaotic evil
Damage Immunities necrotic, poison
Armor Class 14 (natural armor) Condition Immunities charmed, exhaustion, frightened,
Hit Points 76 (9d10 + 27) paralyzed, poisoned
Speed 40 ft. Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages the languages it knew in life
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1) Challenge 3 (700 XP)
Skills Perception +7 Actions
Senses darkvision 60 ft., passive Perception 17 Multiattack. The mummy can use its Dreadful Glare
Languages Abyssal and makes one attack with its rotting fist.
Challenge 3 (700 XP) Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
plus 10 (3d6) necrotic damage. If the target is a
Charge. If the minotaur moves at least 10 feet straight creature, it must succeed on a DC 12 Constitution
toward a target and then hits it with a gore attack on saving throw or be cursed with mummy rot. The cursed
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 333

