Minotaur

Huge monstrosity, unaligned

Armor Class 13
Hit Points 95 (10d12 +30)
Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills Athletics +10
Senses passive Perception 11
Languages
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • 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.
  • Trampling Charge. If the minotaur moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the minotaur can make one stomp attack against it as a bonus action

ACTIONS

  • Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
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