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Minotaur

D&D 5e · 2014·Large Monstrosity·Chaotic Evil

Armor class
14natural armor
Hit points
769d10+27
Challenge
3700 XP
Proficiency
+2

Speed 40 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score1811166169
Mod+4+0+3-2+3-1
Save+4+0+3-2+3-1
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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Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0