Minotaur
Large · Monstrosity · CR 3

- Type
- Monstrosity
- Size
- Large
- Alignment
- chaotic evil
- Armour class
- 14 (natural armor)
- Hit points
- 76 (9d10+27)
- Initiative
- +0
- Speed
- 40 ft.
- Skills
- Perception +7
- Senses
- darkvision 60 ft., passive Perception 17
- Languages
- Abyssal
- Challenge
- 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) |
Traits
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.
Not in the 2024 rules
This does not appear in the 2024 System Reference Document. That is not the same as removed from the game — the SRD is a subset of what the books publish.