Minotaur

Large Monstrosity, chaotic evil

CR 3

700 XP

AC: 14 (natural armor)
HP: 76 (9d10+27)
Speed: walk 40 ft.
Skills: Perception +7
Senses: darkvision 60 ft., passive Perception 17
Languages: Abyssal
STR
18
+4
DEX
11
+0
CON
16
+3
INT
6
-2
WIS
16
+3
CHA
9
-1

Special Abilities

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.

Quick Reference

Challenge: CR 3
Type: Monstrosity
Size: Large
Alignment: chaotic evil