Size:
Large
Type:
Monstrous Humanoid
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Gore
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Action
Stomp
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Special
Labyrinthine Recall
The minotaur can perfectly recall any path it has traveled.
Special
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.
Special
Trampling Charge
If the minotaur moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the minotaur can make one stomp attack against it as a bonus action

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Special (Ex)
Natural Cunning

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
z
Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.
Action
1 gore/1 bite or 1 weapon
1-6(x2) or by weapon
Action
gore
1 * gore (1d6), 1 * bite
Action
weapon
1 * weapon (1d6 + 2 or by weapon + 2)
Special
Weapons
Prefer axes, clubs, or spears.
Special
Aggressive
Attack same size or smaller creatures on sight. Pursue until the victims are out of sight.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Great Fortitude
Action
Feat 2
Improved Bull Rush
Action
Feat 3
Power Attack
Action
Melee 1
greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2)
Special
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Axe Swipe
The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved.
Ability
Hunted Fear
2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute.
Ability
Natural Cunning
A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the maze spell.
Ability
Powerful Charge
The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10.
Offense
Melee
Circumstance: combat round (melee)
greataxe +14 [+9/+4] (reach 10 feet, sweep), Damage 1d12+8 slashing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
greataxe
Language
Jotun
Perception
darkvision
Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.
OSE