Page 145 - DnD_BasicRules_2018
P. 145
Minotaur Actions
Large monstrosity, chaotic evil Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
Mummy
STR DEX CON INT WIS CHA Medium undead, lawful evil
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1)
Armor Class 11 (natural armor)
Skills Perception +7 Hit Points 58 (9d8 + 18)
Senses darkvision 60 ft., passive Perception 17 Speed 20 ft.
Languages Abyssal
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)
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, Saving Throws Wis +2
the target takes an extra 9 (2d8) piercing damage. If the target Damage Vulnerabilities fire
is a creature, it must succeed on a DC 14 Strength saving Damage Resistances bludgeoning, piercing, and slashing
throw or be pushed up to 10 feet away and knocked prone. from nonmagical attacks
Damage Immunities necrotic, poison
Labyrinthine Recall. The minotaur can perfectly recall any Condition Immunities charmed, exhaustion, frightened,
path it has traveled. paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Reckless. At the start of its turn, the minotaur can gain Languages the languages it knew in life
advantage on all melee weapon attack rolls it makes during Challenge 3 (700 XP)
that turn, but attack rolls against it have advantage until the
start of its next turn.
Actions
Actions
Multiattack. The mummy can use its Dreadful Glare and
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one makes one attack with its rotting fist.
target. Hit: 17 (2d12 + 4) slashing damage.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
Hit: 13 (2d8 + 4) piercing damage. necrotic damage. If the target is a creature, it must succeed
on a DC 12 Constitution saving throw or be cursed with
mummy rot. The cursed target can’t regain hit points, and
Their fur stained with the blood of fallen foes, minotaurs
its hit point maximum decreases by 10 (3d6) for every 24
are massive, bull-headed humanoids whose roar is a sav-
hours that elapse. If the curse reduces the target’s hit point
age battle cry that all civilized creatures fear.
maximum to 0, the target dies, and its body turns to dust.
The curse lasts until removed by the remove curse spell or
Mule other magic.
Medium beast, unaligned Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
Armor Class 10 succeed on a DC 11 Wisdom saving throw against this magic
Hit Points 11 (2d8 + 2) or become frightened until the end of the mummy’s next
Speed 40 ft. turn. If the target fails the saving throw by 5 or more, it is
also paralyzed for the same duration. A target that succeeds
STR DEX CON INT WIS CHA on the saving throw is immune to the Dreadful Glare of all
14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) mummies (but not mummy lords) for the next 24 hours.
Senses passive Perception 10
Languages — Raised by dark funerary rituals and still wrapped in the
Challenge 1/8 (25 XP) shrouds of death, mummies shamble out from lost tem-
ples and tombs to slay any who disturb their rest.
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
Chapter 12: Monsters
145
145
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

