Minotaur Species in The True Dark Ages | World Anvil

Minotaur

Minotaur CR: 3

Large monstrosity, chaotic evil
Armor Class: 14 (natural armour)
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, Common (Greek)
Challenge Rating: 3

Charge. If the 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.   Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.   Reckless. At the start of it's turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls made against it have advantage until the start of it's 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.

Minotaurs are descended of the first Minotaur that resided in the Labyrinth of Crete. They are large humanoids, powerfully built, and with the heads & feet of bulls. Each is purely evil with cannibalistic tendencies.

Suggested Environments

Labyrinths, mazes, the Underdark, ruins


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