Minotaur

Large Monstrosity, chaotic evil (CR 3)
Illustration of Minotaur Captivating Caption

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)

CHR

9 (-1)


Skills perception 7

Senses darkvision 60 ft., passive Perception 17

Languages Abyssal

Challenge Rating 3

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.


sizeLarge

typeMonstrosity

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception7

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr3

reactions

legendary_desc

legendary_actions

special_abilitiesname: Charge,desc: 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.,damage_dice: 2d8,name: Labyrinthine Recall,desc: The minotaur can perfectly recall any path it has traveled.,name: Reckless,desc: 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.

spell_list

page_no333

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

Find the complete stats on: Open5e

5e Core Rules, page no. 333
Other formats: JSON

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