Minotaur

Large monstrosity, chaotic evil

Challenge:

3 /

XP:

700

Armor Class:

14 (Natural Armor)

Hit Points:

76 (9d10 + 27)

Speed:

40
StrDexConIntWisCha
+18+11+16+6+16+9

Skills:

Perception: +7

Senses:

Darkvision 60 ft., Passive Perception 17

Languages:

Abyssal

Traits

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.

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