Minotaur

5e

large monstrosity, chaotic evil

Challenge 3 (700 XP)

STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)

Defense

Armor Class 14 (natural armor)
Hit Points 76 (9d10+27)
Speed 40 ft.

Proficiencies & Senses

Skills Perception +5
Languages Abyssal
Darkvision 60 ft.
Passive Perception 15

Traits

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 (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.

Reference Text

A large, bull-headed humanoid with muscular build, wielding a greataxe, standing in a dark labyrinth.