Minotaur | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Minotaur

Large monstrosity, chaotic evil
Armor Class 14 (natural armour)
Hit Points 76 ( 9d10+27 )
Speed 40ft

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


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 ([roll: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.


 

Created by

lyniat_games.

Statblock Type

Monster / Creature

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