Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
Played | 0 times |
Cloned | 5 times |
Created | 16 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
Minotaurs are savage conquerors born from demonic rites, embodying primal ferocity and a lust for carnage. They roam labyrinthine dungeons and desolate ruins, driven by the scent of blood and the thrill of the hunt, often charging at anything that crosses their path in a blood rage. Traits: 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.
Size | Large |
Type | Monstrosity |
CR | 3 |
XP | 700 |
Languages | Abyssal |
Armor Class | 14 |
HP Range | 76 - 76 (Avg: 76) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Greataxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.