Minotaur
Large monstrosity, chaotic evil
- Armor Class
- 14 (natural armor)
- Hit Points
- 76 (9d10+27)
- Speed
- walk 40 ft.
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
- Skills
- Perception +7
- Senses
- darkvision 60 ft., passive Perception 17
- Languages
- Abyssal
Ability Scores
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.
Actions
Greataxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Run your campaign on Tiny RPG
Tiny RPG is a free D&D campaign manager — build encounters, keep session notes, and map your world in one place. Browse the full SRD bestiary or start a campaign.
Start a free campaignFrequently asked questions
What is Minotaur's challenge rating in D&D 5e?
Minotaur is a CR 3 monster, worth 700 XP.
What are Minotaur's armor class and hit points?
Minotaur has an armor class of 14 (natural armor) and 76 hit points (9d10+27).
What type of creature is Minotaur?
Minotaur is a large monstrosity, chaotic evil.