Medium Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 56 (19d6 + 20)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +7, CHA +5
Skills Arcana +4, Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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 12 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.

Sorcery Points. 6 sorcery points

Metamagic. Twinned spell 1 sorcery point or spell level amount of sorcery points

                       Quickened spell 2 sorcery points

Spellcasting. The minotaur is a 6th-level spellcaster. Its spellcasting ability is charisma (spell save DC 13, +5 to hit with spell attacks). The minotaur has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, Green-flame-blade, lightning lure, shocking grasp, ray of frost

1st level (4 slots):  chromatic orb, ice knife, shield

2nd level (3 slots): shatter, darkness

3rd level (3 slots): fire ball, slow

 
 

 

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Description

Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.

Habitat: Underdark

Matrix_1263

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