Minotaur Skeleton

5e

large undead, lawful evil

Challenge 2 (450 XP)

STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)

Defense

Armor Class 12 (natural armor)
Hit Points 67 (9d10+18)
Speed 40 ft.

Proficiencies & Senses

Languages Understands Abyssal But Can'T Speak
Darkvision 60 ft.
Passive Perception 9

Traits

Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned

Traits

Charge

If the skeleton 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.

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.

Reference Text

A minotaur skeleton is the animated remains of a minotaur, reanimated through necromantic magic. It retains the size and formidable strength of its living form, but its mind is reduced to a simple, hateful drive to destroy the living. Its bones are bleached and often scarred from battle, and it moves with a relentless, unnatural gait. It understands Abyssal but cannot speak, and it obeys the commands of its creator without question. Minotaur skeletons are often found guarding tombs, dungeons, and other places where the dead are meant to rest undisturbed. They are mindless undead, driven only by the magic that animates them and the instinct to charge and gore any creature that crosses their path. Their existence is a mockery of the living minotaur's fierce independence and strength, reduced to a puppet of necromantic will.