Page 224 - D&D Bestiary
P. 224

MINOTAUR

        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.
          The Beast Within. 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)
        exchanged for humanoid sacrifice- sometimes an    Hit Points 76  (9d10 + 27)
        inductee that tried to escape the cult after learning its   Speed 40ft.
        secrets. These labyrinths become blood-soaked halls of
        slaughter, echoing to the cultists' savagery.       STR     DEX    CON     INT    WIS    CHA
          Unknown to all but their highest-ranking leaders,   18 (+4)   11  (+0)   16 (+3)   6 (- 2)   16 (+3)   9 (- 1)
        these mystery cults are creations of the demon lord
                                                          Skills Perception +7
        Baphomet, the Horned King, whose layer of the Abyss
                                                          Senses darkvision 60ft., passive Perception 17
        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
        Baphomet transforms them into the minotaurs that echo   Charge.  If the minotaur moves at least 10 feet straight toward a
        his own savage form.                              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
         Although they begin as creations of the Horned King,
        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.
                                                          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.
   219   220   221   222   223   224   225   226   227   228   229