Ancient Minotaur | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ancient Minotaur CR: 10 (5,900 XP)

Large to Huge monstrosity, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 186
Speed: 40 ft

STR

21 +5

DEX

10 +0

CON

19 +4

INT

7 -2

WIS

17 +3

CHA

10 +0

Saving Throws: Str +8 , Con +7
Skills: Perception +8 , Intimidation +6
Senses: Darkvision 60 ft., Passive Perception 18
Languages: Abyssal
Challenge Rating: 10 (5,900 XP)

Charge. If the Ancient Minotaur moves at least 10 feet toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 27 Piercing Damage. If the target is a creature, it must succeed on a DC 16 Strength Saving Throw or be pushed up to 15 feet away and be knocked Prone.   Labyrinthine Recall. The Ancient Minotaur can perfectly recall any path that it has traveled.   Reckless. At the start of its turn, the Ancient Minotaur can gain advantage on all melee attack rolls it makes during that turn, but all attack rolls against it have disadvantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 37 Slashing Damage.   Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 32 Piercing Damage.

Legendary Actions

The Ancient Minotaur has 2 Legendary actions, which it can use at the end of another creature's turn. It can only use one Legendary Action at a time, and it regains spent Legendary actions at the start of it's turn.   Attack (Costs 2 actions). The Ancient Minotaur makes one Greataxe attack.   Detect. The Ancient Minotaur makes a Wisdom (Perception) check.

Lair Actions

On Initiative count 20 (losing initiative ties), the Ancient Minotaur can cause one of the following effects; the minotaur can't use the same effect two rounds in a row:

  • The Minotaur stomps on the ground, causing a temporary earthquake within 60 feet of it. Each creature in that area must succeed on a DC 16 Dexterity Saving Throw or fall Prone.
  • The Minotaur roars, inspiring unnatural fear in its enemies. Each creature that can hear the Minotaur must succeed on a DC 18 Wisdom Saving Throw or be Frightened of it until Initiative count 20 on the next round.
  • The Minotaur calls on its demonic heritage, summoning 7 Dretches in random areas within 30 feet of it. Roll Initiative for the group of Dretches. On the group's turn, they each attack the nearest creature that is hostile to the Minotaur. On Initiative count 20 of the next round, these Dretches disappear.
  • An Ancient Minotaur's lair is often not unlike that of a younger Minotaur, except that the amount of trophies which it has taken from its enemies is multiplied tenfold. Often, these creatures are found in the centers of immense labyrinths and dungeons where they have thrived for centuries.


Created by

Cadfire.

Statblock Type

Monster

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