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.
- 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.
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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.
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Greataxe
+8 to hit · reach 10 ft.
1d12 + 5 slashing damage
-
Gore
+8 to hit · reach 5 ft.
1d10 + 5 piercing damage
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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.