Minotaur

Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 76 (9d10+27)
Speed 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) |
Skills Perception +7
Senses darkvision 60ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Traits
Charge
If the minotaur moves at least 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 10ft 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 5ft., one target.
Hit: 17 (2d12+4) slashing damage.
Gore
Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 13 (2d8+4) piercing damage.
- name Minotaur
- type monstrosity
- ac 14
- hp 76 (9d10+27)
- size large
- alignment chaotic evil
- abilities
- name STR
- value 18
- name DEX
- value 11
- name CON
- value 16
- name INT
- value 6
- name WIS
- value 16
- name CHA
- value 9
- speed 40ft
- cr 3
- skills
- name Perception
- value 7