Bestiary · Monster

PR 8

Minotaur Chieftain

Minotaur holdings are built to be confusing, and the chieftain is the one who does not find them so. He knows the whole plan, including the parts dug after the last survey. He takes a fight into a corridor of his choosing, and the party ends up somewhere it did not intend to go.

Minotaur Chieftain, drawn at Large scale
Physiology
Monster, Humanoid
Size
Large
Speed
40 ft.
Armor class
17
Hit points
152 (16d10 + 64)
Proficiency
+3
  • STR 21 +5 save +8
  • DEX 13 +1 save +1
  • CON 18 +4 save +7
  • INT 12 +1 save +1
  • WIS 16 +3 save +6
  • CHA 15 +2 save +2
Skills
Athletics +8 , Intimidation +5 , Perception +6 , Survival +6
Passive Perception
16
Senses
darkvision 60 ft.
Languages
Jotun, Common
Found in
Subterranean , Settlement

Traits

  • Knows the Warren

    The chieftain cannot become lost, and knows the shortest route between any two points in its holding, including routes no one else has found.

  • Charge

    If it moves at least 20 feet straight toward a creature and hits with a gore attack, the target takes an extra 3d8 damage and is pushed 15 feet.

  • Cut Off

    The chieftain knows which way a creature came and can cut it off from the way out.

Actions

  • Multiattack

    Makes one Gore attack and one Greataxe attack.

  • Greataxe

    +8 to hit · reach 10 ft.

    2d12 + 5 slashing damage

  • Gore

    +8 to hit · reach 5 ft.

    2d10 + 5 piercing damage

  • Drag Away

    The chieftain moves up to its speed and drags one Grappled creature with it into a passage of its choosing.