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Minotaur

Size
Large
Type
Monstrosity
Alignment
Chaotic-Evil
Armor Class
14
Speeds
40
Strength Score
18
Dexterity Score
11
Constitution Score
16
Intelligence Score
6
Wisdom Score
16
Charisma Score
9
Skill Proficiencies
Perception
Vision
Darkvision (60ft)
Languages Ref
Abyssal
Hit Points
76
Resistances
No resistances listed
Languages Prep
Abyssal
Languages
Abyssal

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.