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Minotaur for Dungeons and Dragons DND

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A1 mini
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A2L

0.12mm layer, 2 walls, 15% infill
0.12mm layer, 2 walls, 15% infill
Designer
3.2 h
1 plate
4.8(66)

Open in Bambu Studio
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Description

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Minotaur with Axe

  • Size: Large
  • Type: Monstrosity
  • Armor Class: 14 (leather armor and improvised shield)
  • Hit Points: 76 (9d10 + 27)
  • Speed: 30 feet
  • Saving Throws: Str +6, Con +5
  • Senses: darkvision 60 feet, passive Perception 10
  • STRDEXCONINTWISCHA
    18 (+4)11 (+0)16 (+3)7 (-2)10 (+0)8 (-1)
  • Languages: Common, Giant
  • Challenge: 3 (700 XP)
  • Traits:
  • Stomp. If the minotaur moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is knocked prone, the minotaur can make one melee weapon attack against it as a bonus action.
  • Labyrinthine Recall. The minotaur has advantage on saving throws against becoming lost.
  • Relentless Charge. When the minotaur reduces a creature to 0 hit points with a melee attack on its turn, the minotaur can move up to half its speed and make an attack with its axe as a bonus action.
  • Actions:
  • Great Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 11 (1d12 + 4) slashing damage.
  • Horn. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.
  • Dungeon Master's Notes:
  • This minotaur is a formidable melee combatant. It will attempt to charge opponents and knock them down with its stomp.
  • Its low Intelligence makes it susceptible to tricks and deceptions, but its high Strength and Constitution make it a resilient adversary.
  • You might find this minotaur guarding a passage, serving as a bodyguard to a more intelligent villain, or even lost in a labyrinth (obviously!).
  • Consider giving it some weaker minions, such as gnolls or orcs, so that it is not the sole target of player attacks.

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