Free interactive D&D 5e SRD stat block

Minotaur of Baphomet

Large Monstrosity, CR 3, AC 14, 85 HP. Chaotic Evil.

Large Monstrosity, Chaotic Evil

AC
14
Initiative
+0 (10)
HP
85 (10d10+30)
Speed
40 ft.
ScoreModSave
STR 18 +4 +4
DEX 11 +0 +0
CON 16 +3 +3
INT 6 -2 -2
WIS 16 +3 +3
CHA 9 -1 -1
Skills
Perception +7 , Survival +7
Senses
Darkvision 60 ft.; Passive Perception 17
Languages
Abyssal
CR
3 (XP 700; PB +2)

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 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.

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