/home/explore/monsters/minotaur

Minotaur

actions:
  • Greataxe

    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

    attack bonus:

    6

    damage:
    • 2d12+4

      Slashing

  • Gore

    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

    attack bonus:

    6

    damage:
    • 2d8+4

      Piercing

alignment:

chaotic evil

armor class:

14

challenge rating:

3

charisma:

9

constitution:

16

dexterity:

11

hit dice:

9d10

hit points:

76

intelligence:

6

languages:

Abyssal

proficiencies:
  • Skill: Perception

    value:

    7

senses:
darkvision:

60 ft.

passive perception:

17

size:

Large

special abilities:
  • 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.

speed:
walk:

40 ft.

strength:

18

type:

monstrosity

wisdom:

16

© 2020 David Jones · uses the D&D 5th Edition API Database · source