Bestiary · Monster

PR 7

Minotaur Gladiator

A minotaur gladiator fights in the arena games, which are run as a business. One who draws a crowd is trained for years, fed well and matched against opponents chosen to make a long afternoon. He knows the rules better than the officials and fights by them out of habit even when the rules are not enforced, and he does not end a bout quickly.

Minotaur Gladiator, drawn at Large scale
Physiology
Monster, Humanoid
Size
Large
Speed
40 ft.
Armor class
16
Hit points
142 (15d10 + 60)
Proficiency
+3
  • STR 21 +5 save +8
  • DEX 14 +2 save +2
  • CON 18 +4 save +7
  • INT 11 +0 save +0
  • WIS 14 +2 save +2
  • CHA 16 +3 save +3
Skills
Athletics +8 , Intimidation +6 , Performance +6
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Common
Found in
City , Settlement

Traits

  • Arena Rules

    The gladiator will not attack a creature that has yielded, will not strike from behind, and fights on past the point where it could have ended the fight.

  • Showman

    While at least five creatures are watching, the gladiator has advantage on Intimidation checks and on saving throws against being Frightened.

  • Charge

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

Actions

  • Multiattack

    Makes one Gore attack and two Greataxe attacks.

  • Greataxe

    +8 to hit · reach 10 ft.

    1d12 + 5 slashing damage

  • Gore

    +8 to hit · reach 5 ft.

    1d10 + 5 piercing damage

  • Throw Sand

    The gladiator kicks up sand. Each creature within 15 feet makes a DC 16 Dexterity save or is Blinded until the end of its next turn.

  • Rally Reaction

    When it takes damage from a melee attack, it can add 5 to its next attack roll this fight.