Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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 3 (700 XP)
Charge. If the minotaur moves at least 10 feet
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 feet 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.