Minotaur
Large Monstrosity, chaotic evil (CR 3)Armor Class 14 natural armor
Hit Points 76 (9d10+27)
Speed 40 ft.
18 (+4)
11 (+0)
16 (+3)
6 (-2)
16 (+3)
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
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5e Core Rules, page no. 333