Monster
Emberhorn Minotaur
Outside your table’s allowed sources
Official reference · PotA · 2014
- Creature type
- Monstrosity
- Size
- Large
- Armor class
- 14 (natural armor)
- Hit points
- 76 (9d10 + 27)
- Speed
- Walk 40 ft.
- Challenge rating
- 3
- Alignment
- Chaotic Evil
- Strength
- 18
- Dexterity
- 11
- Constitution
- 16
- Intelligence
- 6
- Wisdom
- 16
- Charisma
- 9
- Passive Perception
- 17
- Skills
- perception: +7
- Senses
- darkvision 60 ft.
- Languages
- Abyssal
- Immunities
- fire
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 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 feet 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
Burning Breath (Recharge 5–6)
The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
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.