AC 19 (natural armor)
HP 262 (21d12 + 126; bloodied 131)
Speed 50 ft.
Proficiency +5; Maneuver DC 19
Saving Throws Str +11, Dex +5, Con +11, Wis +8
Skills Perception +8 (+1d6)
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Undercommon
Labyrinthine Recall. The minotaur can perfectly recall any route it has traveled.
Magic Resistance. The minotaur has on against spells and magical effects.
Multiattack. The minotaur gores once and attacks twice with its greataxe.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and the target makes a DC 19 Strength , being pushed up to 5 feet away and falling on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack, the attack deals an extra 13 (3d8) damage.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Fire Breath (Recharge 5-6). The minotaur exhales fire in a 30-foot cone. Each creature in the area makes a DC 19 Dexterity , taking 55 (10d10) fire damage on a failed save or half damage on a success.
Roar of Triumph. If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 35 (10d6) temporary hit points.
The minotaur champion charges and gores whenever possible, flinging enemies with its horns and then attacking prone creatures with its axe. It uses Fire Breath if it can include at least two enemies in its area. It retreats if it takes heavy damage from ranged attackers it can’t reach.
Asterion, Bellowroar, Clover, Lask, Minos, Tur
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 A minotaur is a monster with the body of a humanoid and the head of a bull. A minotaur perfectly remembers everywhere it’s ever been and never gets lost.
DC 15 Every time a minotaur kills, it grows larger and more fearsome.
DC 20 The largest minotaurs are behemoths more akin to fiends than mortal creatures, capable of speech but too savage to be reasoned with.
Cults dedicated to the demon lord that first created minotaurs sometimes offer sacrifices to a captured minotaur, allowing it to mature into a monster of breathtaking size. A minotaur unleashed into the Abyss might grow to similar proportions. These minotaur champions can stand over twenty feet tall and are more like fiends than their earthly counterparts.
1 Sniffing the air, searching for intruders
2 Resting in its lair
3 Bellows and attacks on sight
4 An exile
5 Praying to a horned god
6 Following a sacred path known only to it; if it strays, it'll have to return to its starting place
1 An abandoned ball of yarn or spool of thread
2 Bull-like snorts, followed by a ferocious roar
3 Humanoid bones strewn about
4 Cloven footprints
Minotaurs make their lairs in dungeons and dark caverns.
Treasure 170 gp, copper jewelry box (25 gp) containing a gold bull figurine (125 gp)
CR 5–10 2 ; with 1 to 3 ; with
Treasure 200 gp, 5 garnets (100 gp each), 2 electrum bracelets (125 gp each), named Labrys; its bearer is immune to the spell and can always find north
CR 11–16 3 or 4 ; 2 with and 2d10 ;
Treasure 500 gp, 1,000 sp, 3 gold ewers (750 gp each), (greataxe), (bronze)
Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like. Others have bizarre or unnatural appearances, like many-tentacled . Monstrosities could only arise in a world suffused with magic.