Armor Class
14
Hit Points
97
(11d10 + 33)
Speed
40 ft.
STR
18
(+4)
DEX
11
(+0)
CON
16
(+3)
INT
6
(-2)
WIS
16
(+3)
CHA
9
(-1)
Saving Throws
STR +6, CON +5
Skills
Perception +7, Survival +7
Senses
Darkvision 60 ft., Passive Perception 17
Languages
Abyssal
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Labyrinth Recall. The minotaur can perfectly recall any path it has travelled.
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
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 7 (2d6) Necrotic damage.
Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition.
Comments