Minotaur Skeleton

Large undead, lawful evil

Armor Class
12 (natural armor)
Hit Points
67 (9d10 + 18)
Speed
40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
5 (−3)
Damage Vulnerabilities
bludgeoning
Damage Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 9
Languages
understands Abyssal but can't speak
Challenge
2 (450 XP)

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.

Running this fight? Add the minotaur skeleton to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.