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D&D 5th Edition

Compendium

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Minotaur

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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.

Attributes

AC
14 (Natural Armor)
Alignment
Chaotic Evil
CHA
9
CON
16
Challenge Rating
3
DEX
11
HP
76 (9d10+27)
INT
6
Languages
Abyssal
Passive Perception
17
Roll 0
1d20 + 6 2d12+4
Roll 1
1d20 + 6 2d8+4
STR
18
Senses
Darkvision 60 Ft.
Size
Large
Skills
Perception +7
Speed
40 ft.
Type
monstrosity
WIS
16
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