- Name: Minotaur
- Size: Large
- Type: monstrosity
- Alignment: Minotaur
Minotaur 5e stats
- Armor class: 14
- Hit Points: 76
- Hit Dice: 9d10
- Hit Points Roll: 9d10+27
- Speed: Walk 40 ft.
- Strength: 18
- Dexterity: 11
- Constitution: 16
- Intelligence: 6
- Wisdom: 16
- Charisma: 9
Traits
- Skills Perception +7
- Senses Passive Perception 17 Darkvision 60 ft.
- Languages Abyssal
- Challenge 3 (700 XP)
Special Abilities
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.
- Attack Bonus: 6
- Damage: Slashing
- Damage Dice: 2d12+4
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
- Attack Bonus: 6
- Damage: Piercing
- Damage Dice: 2d8+4
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.