Large Beast, Chaotic Neutral
AC 16 Natural Armor    Initiative +1 (11)
HP 126 (12d10 + 60)
Speed 40 ft.
Mod Save
STR 22 +6 +9
DEX 12 +1 +1
CON 20 +5 +8
Mod Save
INT 7 −2 −2
WIS 12 +1 +1
CHA 10 +0 +0
Skills Perception +4, Survival +4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Gear Asterion's Omega Axe
Senses Darkvision; Passive Perception 14
Languages Abyssal Understands common but cannot speak it
CR 6 (XP 2,300; PB +3)
Traits

Labrinth Stalker. The Minotaur can perfectly remember any path it has traveled. It cannot become lost in any maze, dungeon, cave, etc.

Charge. If the Minotaur moves at least 10 ft straight towards its target and then hits with its gore attack on the same turn, the target takes an additional 10 (3d6) piercing damage. If the target is a creature, it must succeed a DC 16 strength saving throw or be knocked prone.

Actions

Multiattack. The minotaur makes two melee attacks: one with its Omega axe, and one with its Gore.

Omega Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9(1d12 + 2) Slashing damage + 2(1d4) force damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 6) piercing damage.

Legendary Actions

The Minotaur can take 2 legendary actions per round, using them at the end of another creature's turn. 

Snort and Stomp (Costs 1 Action). The minotaur stomps the ground. each creature within 5 ft must succeed a DC 13 Dexterity saving throw or fall prone.

Bull Rush (Costs 2 Actions). The Minotaur moves up to 10 ft in a straight line. creatures in the path must make a DC 15 Strength saving throw or take 1d8 bludgeoning damage and be shoved 10 ft to the side. If the check passes with a 22 or higher, the minotaur is stopped and takes the 1d8 bludgeoning damage instead.

Previous Versions

Name Date Modified Views Adds Version Actions
7/21/2025 12:54:41 AM
3
1
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Coming Soon
Joedi607

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