The minotaur's Spellcasting Ability is Wisdom, with Spell Save DC = 14 and Spell Attack = 1d20+6 . It can innately cast the following spells:
| Spell Level | Spell | Attack / Saving Throw | Effect(s) |
|---|---|---|---|
| At Will Mold Earth | Produce Flame | Range = 30 ft. | 2d8 fire damage |
| Mage Armor | Touch | AC = 13 + Dex Mod | |
| 3/day each | Burning Hands | AOE 15 ft. cone, Dex Save | Fail = 3d6 fire damage, Suc = 1/2 dmg |
| Earthbind | Range = 300 ft., Concentration up to 1 min, Str Save, descends 60 ft. per round | Flying speed becomes 0 | |
| Healing Word | Range = 60 ft., 1 target | Heal 2d4+3 | |
| 1/day each | Flame Blade | Bonus Action, Self, Concentration up to 10 min, Melee Attacks | 3d6 fire damage |
| Fireball | Range = 150 ft., AOE radius = 20 ft., Dex Save | Fail = 8d6 fire damage, Suc = 1/2 dmg | |
| Flaming Sphere | Range = 60 ft., Concentration up to 1 min, 5 foot diameter sphere, ends turn within 5 ft. = Dex Save | Fail = 2d6 fire damage, Suc = 1/2 dmg. Can move as Bonus Action and ram into creature. |
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 2d8 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength Saving Throw or be pushed up to 10 ft. away and knocked prone.
Labyrinth Recall
The minotaur can perfectly recall any path it has travelled.
Gore Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8+3 piercing damage.
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