Medium Humanoid, Any Alignment
AC 13 Leather    Initiative +2 (12)
HP 38 (9d8 + 4)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 15 +2 +4
CON 12 +1 +1
Mod Save
INT 12 +1 +1
WIS 13 +1 +1
CHA 12 +1 +1
Skills Deception +3, Insight +3, Nature +3, Persuasion +5, Sleight of Hand +4, Stealth +4, Survival +5
Gear Leather armor, dagger.
Senses Passive Perception 11
Languages Common, Minotaur
CR 1/2 (XP 100; PB +2)
Traits

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Bonus Proficiencies
1st-level Expert feature

The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.

Helpful
1st-level Expert feature

The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action
2nd-level Expert feature

The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Expertise
3rd-level Expert feature

Choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

At 15th level, choose two more of the sidekick’s skill proficiencies to gain this benefit.

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Shortbow. RangedWeapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Gore. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 3 (1d6) piercing damage, and if the target is a Large or smaller creature, it must succeed on a DC 11 Strength saving throw or be pushed up to 10 feet from the minotaur and have the prone condition.

Bonus Actions

Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action. The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2025 6:56:17 PM
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4/21/2025 7:01:57 PM
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Monster Tags: humanoidSidekick

LordAldric

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