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Minotaur

Large · Monstrosity · CR 3 · Chaotic Evil

Source. Black Flag SRD
Armor Class
14 (natural armor)
Hit Points and Hit Dice
80
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
10
+0
CON
16
+3
INT
6
-2
WIS
16
+3
CHA
8
-1

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Chaotic Evil
XP 700
Initiative Bonus +0

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Strength +6 Dexterity +0 Constitution +3 Intelligence -2 Wisdom +3 Charisma -1

Languages

Abyssal

Resistances & Immunities

Damage Resistances
Monstrosity Resilience

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 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the minotaur and knocked prone.

Labyrinthine Recall

The minotaur can perfectly recall any path it has traveled.

Monstrosity Resilience

The minotaur is resistant to exhaustion and to the frightened condition.

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.

Siege Monster

The minotaur deals double damage to objects and structures.

Actions

Gore

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Greataxe

+6 to hit, reach 5 ft (1.5 m). Hit: 2d12+4 slashing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

Multiattack

The minotaur makes one Gore attack and one Greataxe attack.

Bonus Actions

Bleeding Frenzy

The minotaur enters a frenzy until the start of its next turn. Until the frenzy ends, the minotaur deals an extra 3 (1d6) damage of the weapon's type each time it hits with a melee weapon attack, and the minotaur takes an extra 3 (1d6) damage of the weapon's type the first time it is hit with a melee weapon attack before the frenzy ends.

About Minotaur

Minotaur is a large monstrosity with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 80 hit points (derived from None).

Minotaur has communication capabilities including Abyssal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Minotaur

2 tips available

When using Minotaur in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Minotaur

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Minotaur?
Minotaur has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Minotaur?
Minotaur is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Minotaur speak?
Minotaur can communicate in Abyssal.

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