Page 224 - Monster Manual [11th Print]
P. 224

M  I N O T AUR
            A minotaur's roar is a savage battle cry that most
            civilized creatures fear. Born into the mortal realm by
            demonic rites, minotaurs are savage conquerors and
            carnivores that live for the hunt. Their brown or black
            fur is stained with the blood of fallen foes, and they
            carry the stench of death.
              T h e Beast W i thin.  Most minotaurs are solitary
            carnivores that roam labyrinthine dungeons, twisting
            caves, primeval woods, and the maze-like streets and
            passages of desolate ruins. A minotaur can visualize
            every route it might take to close the distance to its prey.
              The scent of blood, the tearing of flesh, and the
            cracking of bones spur a minotaur's lust for carnage,
            overwhelming all thought and reason. In a blood rage,
            a minotaur charges anything it sees, butting and goring
            like a battering ram, then chopping the fallen in twain.
              Apart from ambushing creatures that wander into its
            labyrinth, a minotaur cares little for strategy or tactics.
            Minotaurs seldom organize, they don't respect authority
            or hierarchy, and they are notoriously difficult to enslave,
            let alone control.
              Cults of the Horned King.  Minotaurs are the dark
            descendants of humanoids transformed by the rituals of
            cults that reject the oppression of authority by returning
            to nature. Inductees often mistake these cults for
            druidic circles or totemic religions whose ceremonies
            involve entering a labyrinth while wearing a ceremonial
            animal mask.
             Within these bounded environments, cultists hunt,   Large monstrosity, chaotic evil
            kill, and eat wild beasts, indulging their basest primal
            urges. In the end, however, sacrificial animals are   Armor Class 14 (natural armor)
                                                                          l
            exchanged for humanoid sacrifice-sometimes an     Hit Points 76 (9d 0   + 27)
            inductee that tried to escape the cult after learning its   Speed 40 f t .
            secrets. These labyrinths become blood-soaked halls of
            slaughter, echoing to the cultists' savagery.       STR    DEX    CON      INT   WIS     CHA
                                                                                                       1
             Unknown to all but their highest-ranking leaders,   18 (+4)   11  (+O)   1 6   (+3)   6 (-2)   16 (+3)   9 (- )
            these mystery cults are creations of the demon lord   Skills Perception +7
            Baphomet, the Horned King, whose layer of the Abyss   Senses darkvision 60 ft., passive Perception  7
                                                                                             1
            is a gigantic labyrinth. Some of his followers are fervent   Languages Abyssal
            supplicants that plead for strength and power. Others   Challenge 3  (700 XP)
            come to the cult seeking a life free from authority's
           chains-and are liberated of their humanity instead as
                                                                                    a
           Baphomet transforms them into the minotaurs that echo   Charge. If the minotaur moves  t   least 10 feet straight toward a
           his own savage form.                              target and then hits it with a gore attack on the same turn, the
             Although they begin as creations of the Horned King,   target takes an extra 9 (2d8) piercing damage. If the target is a
           minotaurs can breed true with one another, giving rise   creature, it must succeed on a  DC  14 Strength saving throw or
                                                             be pushed up to 10 feet away and knocked prone.
           to an independent race of Baphomet's savage children
           in the world.                                     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.

                                                               C
                                                             A T I O  N  S
                                                                                    +
                                                             Greataxe. Melee Weapon Attack:  6   to hit, reach 5 ft., one
                                                                                     d
                                                             target. Hit:  7   (2dl2 + 4) slashing  a mage.
                                                                     1
                                                                                      h
                                                             Gore. Melee Weapon Attack: +6 to  i t, reach 5 ft., one target.
                                                             Hit: 13  (2d8 + 4)  piercing damage.
                                                                                                  M  I NOTAUR
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