Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Minotaur

Minotaur

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


STR
18
(4) DEX
11
(0)
CON
16
(3)
INT
6
(-2)
WIS
16
(3)
CHA
9
(-1)


Saving Throws:
Skills:
Perception +7
Damage Vulnerabilities:
Damage Resistances:
Damage Immunities:
Condition Immunities:
Senses:
darkvision 60 ft.
Passive Perception:
17
Languages: Abyssal
CR:
3
(700 XP)
Proficiency Bonus: 2

Traits:

  • Charge. If the minotaur moves at least 10 ft. 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 ft. 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.



← Back to Monster List