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Minotaur of Baphomet

D&D 5e · 2024·Large Monstrosity·Chaotic Evil

Armor class
14
Hit points
8510d10 + 30
Challenge
3700 XP
Proficiency
+2Initiative +0

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
Survival +7, Perception +7
Senses
Darkvision 60 ft.; Passive Perception 17
Languages
Abyssal

Actions

Abyssal Glaive

Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.

Gore (Recharge 5-6)

Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition.

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Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 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