Traits
Charge: Suppose, this Minotaur monster moves at least 10ft., straight towards to a target and even then it hits it with the gore attack on the similar turn, basically the target could take an extra 9 (2d8) piercing damage. Any how if the target would be a creature, then it must be succeeded on a DC 14 Strength saving throw or else be pushed up to 10 ft. away and it must be a knocked prone.
Labyrinthine Recall: This Minotaur 5e monster capable of perfectly recall any type of path that it has been traveled around.
Reckless: At the beginning of its turn, this Minotaur able to gain an advantage on all of the melee weapon attack rolls that it makes at the time where it is take turn, but many attack rolls which are against to it have an advantage until the start of its next turn.
Actions
Greataxe: By using this greataxe action this dnd monster can make a Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore: By also using this this action it can make a Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Attributes Of Minotaur Monster DnD 5E
AC | 14 (Natural Armor) |
Alignment | Chaotic Evil |
CHA | 9 |
CON | 16 |
Challenge Rating | 3 |
DEX | 11 |
HP | 76 (9d10+27) |
INT | 6 |
Languages | Abyssal |
Passive Perception | 17 |
Roll 0 | 1d20 + 6 2d12+4 |
Roll 1 | 1d20 + 6 2d8+4 |
STR | 18 |
Senses | Darkvision 60 Ft. |
Size | Large |
Skills | Perception +7 |
Speed | 40 ft. |
Type | monstrosity |
WIS | 16 |