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.
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.
The Minotaur, with a Challenge Rating of 3, is a relatively weak creature in the world of Dungeons & Dragons. Its natural armor and high Constitution make it a tough opponent, but its low Dexterity and passive perception make it vulnerable to ranged attacks and ambushes. While its Abyssal language suggests a demonic origin, its chaotic evil alignment simply means it is a brutal and savage monster that will attack without hesitation. Overall, the Minotaur is a decent opponent for low-level parties, but experienced adventurers may find it to be little more than a bump in the road.
Minotaur is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Minotaur Pathfinder edition. Want to use Minotaur in a VTT (virtual tabletop)? Try out SendingStone for free today!
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