Minotaur


 

Minotaur, CR 3

Large monstrosity, chaotic evil
Armor Class 14
Hit Points 76 ( 9d10+27 )
Spell Points
Speed 40ft

STR

18
+4

DEX

11
+0

CON

17
+3

INT

6
-2

WIS

17
+3

CHA

8
-1

Proficiency Bonus 2
Skills Perception ( 1d20+7 )
Senses Darkvision 60 ft., Passive Perception 15
Languages Beastfolk

Special Abilites

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 Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 17 ( 2d12+4 ) Slashing Damage.   Gore. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Piercing Damage.

Legendary Actions

The minotaur can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The minotaur regains spent epic actions at the start of its turn.   Greataxe. The minotaur makes a greataxe attack.   Charge Attack (Costs 2 Actions). The minotaur moves 20 feet in a straight line and makes a gore attack on all enemies in its path. Any creature hit must win a Strength Contest against the minotaur or be knocked Prone and trampled.   Withdraw (Costs 3 Actions). The minotaur makes two greataxe attacks, then moves up to 40 feet. This movement does not trigger Opportunity Attacks.



 
 

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