Minotaur

Minotaur

Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d10+27)
  • Speed 40 ft.
  • STR
    18 (+4)
  • DEX
    11 (+0)
  • CON
    16 (+3)
  • INT
    6 (-2)
  • WIS
    16 (+3)
  • CHA
    9 (-1)
  • Skills Perception +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Abyssal
  • Challenge 3 (700 XP)
  • Charge. If the minotaur moves at least 10 ft. 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 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
  • Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
  • Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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: 13 (2d8 + 4) piercing damage.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.