Minotaur
Large Monstrosity | Chaotic Evil | L12
HP
76
AC
14
Speed
40 ft.
Initiative
+0
Large Monstrosity | Chaotic Evil | L12
HP
76
AC
14
Speed
40 ft.
Initiative
+0
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 | 11 | 16 | 6 | 16 | 9 |
Skills
Perception +7
Senses: darkvision 60 ft., passive Perception 17
Languages: Abyssal
Greataxe
To Hit: +6 | Damage: 17 (2d12 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore
To Hit: +6 | Damage: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
No spells saved.
Description: Large monstrosity, chaotic evil
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.
AC Notes: (natural armor)