Minotaur
Minotaur CR: 3
STR
18 +4
DEX
11 +0
CON
16 +3
INT
6 -2
WIS
16 +3
CHA
9 -1
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.
Suggested Environments
Labyrinths, mazes, the Underdark, ruins
Comments