Minotaur
The minotaur is a Large monstrosity of challenge rating 3 in the fifth-edition System Reference Document. SRD 5.2.1 calls it the Minotaur of Baphomet.
SRD 5.1 (2014)
Minotaur
- Size and type
- Large monstrosity
- Challenge
- 3 (700 XP)
- Armour class
- 14
- Hit points
- 76 (9d10+27)
- Speed
- 40 ft
- Skills
- Perception +7
- Senses
- darkvision 60 ft, passive perception 17
Charge. If the minotaur moves at least 10 feet 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 feet 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.
Page 333.
SRD 5.2.1 (2024)
Minotaur of Baphomet
- Size and type
- Large monstrosity
- Challenge
- 3 (700 XP)
- Armour class
- 14
- Hit points
- 85 (10d10+30)
- Speed
- 40 ft
- Skills
- Perception +7, Survival +7
- Senses
- darkvision 60 ft, passive perception 17
Actions
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) 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.
Page 309.
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