Large Monstrosity, Chaotic Evil
- AC
- 14
- Initiative
- +0 (10)
- HP
- 85 (10d10+30)
- Speed
- 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| INT | 6 | -2 | -2 |
| WIS | 16 | +3 | +3 |
| CHA | 9 | -1 | -1 |
Actions
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12+4) Slashing damage plus 10 (3d6) Necrotic damage.
Gore (Recharge 5-6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6+4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition.
How to run Minotaur of Baphomet
A Minotaur of Baphomet on the party's side is a cult-redemption arc or a captured-champion plot. The most plausible setup is a barbarian PC who shares Abyssal heritage and has earned the minotaur's grudging respect, or a cleric who has bound the minotaur with a geas that will end if either party breaks faith. The minotaur will not become a friend. It works for the party because the alternative is worse, and the moment the alternative changes, so does the alliance.
The minotaur fights with you as a juggernaut and a trap-springer. Walking speed 40 ft., Gore on Recharge 5 to 6 for 28 piercing plus prone if it moves 10 ft. in a line, and an Abyssal Glaive at +6 reach 10 ft. for 20 average on its off-turns. Send it through doors first. It has 85 HP and will absorb the first ranged volley before the party closes. Survival +7 means it tracks the enemy you couldn't catch. Perception +7 and Darkvision 60 ft. mean it walks point at night without complaint.
Out of combat, the minotaur is a problem the party manages rather than enjoys. It speaks only Abyssal and eats meat raw, and every village the party passes through reacts accordingly. A paladin in the group will object. The cleric will be questioned by their order. The minotaur knows it is not loved and never asks to be.
If the geas or pact ends, the minotaur leaves. It does not turn on the party unless the party betrayed the bargain first, in which case the next session opens with the Gore lined up on whoever broke the deal.
Let the minotaur make one quiet gesture of loyalty per arc, then never speak of it again. Baphomet's children remember kindness too, just rarely.
A Minotaur of Baphomet is a charging melee bruiser whose entire fight is a single-line geometry problem. 85 HP, AC 14, walking speed 40 ft., and a Gore that hits for 18 piercing on a +6 attack at reach 5 ft., with an extra 10 piercing and the Prone condition if the minotaur moved 10 feet straight at the target before the swing. Gore is on Recharge 5 to 6, so the recharge die at the top of every minotaur turn is the most important roll of the encounter.
Open with distance. Place the minotaur 30 to 40 feet from the party with a clear lane to whoever is most fragile. Putting it in close quarters denies the charge bonus and wastes the encounter; do not do that. On its first turn, it moves 30 ft. straight into the cleric and Gores for 28 piercing plus prone. Recharge fails on a 1 to 4, so about half the time the second turn is just an Abyssal Glaive at +6 reach 10 ft. for 10 slashing plus 10 necrotic, average 20.
Survival +7 and Perception +7 mean the minotaur tracks better than most rangers. If the party flees, it follows. Abyssal-only language and Intelligence 6 mean it doesn't parley, but it does taunt. Have it call the party by epithet, in Abyssal, and let the warlock translate two beats too late. The minotaur has no condition immunities, which is rare for CR 3; Hold Person, Sleep, and Frightened all work. The party should know that.
These minotaurs serve Baphomet, so they fight like cultists, not animals. Once Bloodied (42 HP), it doesn't flee. It picks the PC most responsible for its wounds and dies trying to gore that one specific player.
Have the minotaur lock eyes with one player on its first turn and only attack that player for the rest of the fight. Baphomet's children mark prey.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.