Minotaur Shock Trooper

Physical Description –

Towering over most humanoids at nearly 8 feet tall, this minotaur is a wall of muscle and fury encased in iron. His dark fur is singed and scarred from battles, and his eyes burn with disciplined purpose. He wears a reinforced horned helmet that mirrors his natural horns and brandishes a brutal poleaxe.

Personality and Motivation –

Unlike the savage berserkers of his kin, this shock trooper is disciplined and battle-hardened. Trained for formation charges and frontline clashes, he values strength through unity and honors his chain of command. His purpose is to break enemy lines and serve as the wedge in any frontal assault.

Fighting Strategy –

The Shock Trooper charges into the heart of the fray, using brute force and tactical positioning to disrupt enemy ranks. He focuses on knocking foes prone, targeting lightly armored opponents, and anchoring the front lines with his sheer presence.

Stats

  • Armor: Heavy Plate (AC 18)
  • HP: 84 (8d10 + 32)
  • Speed: 40 ft.
  • Initiative Bonus: +2

Bonuses

  • Saving Throws: Str +7, Con +6
  • Attack Bonus: +7 (Poleaxe), +6 (Unarmed)
  • Skills: Athletics +7, Intimidation +5, Perception +3, Survival +3
  • Vulnerabilities: Psychic (from deep trauma training, they were conditioned to ignore pain but remain mentally fragile)

Equipment:

  • Heavy Plate Armor
  • Military-Issue Poleaxe (Reach, Versatile, special abilities below)
  • Shield slung on back (can be drawn in emergencies)
  • Warhorn (for signaling)
  • Ration kit, sharpening stone, engraved dog tags of fallen squadmates

Traits

  • Charge Breaker. When this minotaur moves at least 10 feet in a straight line and hits with a melee weapon attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
  • Unstoppable Momentum. If the Minotaur reduces a creature to 0 HP or knocks a creature prone, it can move up to half its speed as a reaction toward another enemy.
  • Brute Force. The Minotaur deals one additional die of damage when using melee weapon attacks (already included in attacks).
  • Martial Training. Advantage on checks to avoid being disarmed, and may reroll 1s on weapon damage once per turn.

Actions

  • Multiattack. The Minotaur makes two melee weapon attacks with its poleaxe.
  • Poleaxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  • Hit: 15 (2d10 + 4) slashing damage. On a hit, the creature must make a DC 14 Strength save or be shoved 5 feet or knocked prone (minotaur’s choice).
  • Special: When wielded two-handed, the poleaxe ignores resistance to slashing damage once per turn.
  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  • Hit: 20 (3d8 + 3) piercing damage. If the target is prone, this attack deals an extra 1d8 damage.
  • Overrun Stomp (Recharge 5–6). The Minotaur moves up to its speed in a straight line. Each creature in its path must make a DC 14 Dexterity saving throw or take 15 (3d6 + 3) bludgeoning damage and fall prone.