Basic Rules

Armor Class 14 (Natural)

Hit Points 76 (9d10+27)

Speed walk 40 ft.

STR DEX CON
18 (+4) 11 (0) 16 (+3)
INT WIS CHA
6 (-2) 16 (+3) 9 (-1)

Saving Throws

Skills Perception +7

Senses Darkvision 60 ft., Passive Perception 17

Languages Abyssal

Challenge 3 (700 XP)

Proficiency Bonus +2

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.