Minotaur CR 3 Large monstrosity

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Monstrosities

Large monstrosity, chaotic evil

Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.
STR 18 (+4)
DEX 11 (+0)
CON 16 (+3)
INT 6 (βˆ’2)
WIS 16 (+3)
CHA 9 (βˆ’1)

Skills Perception +7

Senses darkvision 60 ft., passive Perception 17

Languages Abyssal

Challenge 3 (700 XP)   Proficiency Bonus +2

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.

Where to meet one

The encounter builder rolls the minotaur for fights in πŸ•³οΈ underdark and 🏚️ dungeon or ruin.

More monstrosities

Every monstrosity in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.