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Breadcrumb

Minotaur Champion

Challenge
str
22
dex
10
con
22
int
10
wis
16
cha
14

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 advantage on saving throws against spells and magical effects.


ACTIONS

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 saving throw , being pushed up to 5 feet away and falling prone 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 saving throw , taking 55 (10d10) fire damage on a failed save or half damage on a success. 


BONUS ACTIONS

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.

Combat

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.


Names

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.

Description

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.

Behavior

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

Signs

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

Encounters

Minotaurs make their lairs in dungeons and dark caverns.

CR 3–4 minotaur

Treasure 170 gp, copper jewelry box (25 gp) containing a gold bull figurine (125 gp)

CR 5–10 2 minotaurs ; minotaur with 1 to 3 ogres ; minotaur with gorgon

Treasure 200 gp, 5 garnets (100 gp each), 2 electrum bracelets (125 gp each), 1 greataxe named Labrys; its bearer is immune to the maze spell and can always find north

CR 11–16 3 or 4 minotaurs ; 2 minotaurs with cult fanatic and 2d10 cultists ; minotaur champion

Treasure 500 gp, 1,000 sp, 3 gold ewers (750 gp each), berserker axe (greataxe), horn of Valhalla (bronze)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.