b'Minotaur, Obsidian \n'b'  Family:   Minotaur  \n'b'  Large   construct ,  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  76 (8d10 + 32)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  10 (+0)  CON:  18 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Charge . If the obsidian  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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16  Strength  saving throw or be pushed up to 10 feet away and knocked  prone . \n'b'  Immutable Form . The  minotaur  is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The  minotaur  has advantage on saving throws against spells and other magic effects. \n'b'  Magic Weapons . The  minotaur\xe2\x80\x99s  weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The obsidian  minotaur  makes one Gore  attack  and two Claw attacks. \n'b'  Gore .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. \n'b'  Burning Breath (recharge 5-6) . An obsidian  minotaur  expels a cloud of superheated gas that fills a 10-foot cube adjacent to it. The gas fades after the end of the  minotaur\xe2\x80\x99s  next turn. Creatures who enter the area or start their turn there must make a DC 16  Constitution  saving throw. On a failed saving throw, the target takes 31 (9d6) fire damage and is  poisoned  for one minute. On a successful saving throw, the target takes half the damage and is not  poisoned .'