Free interactive D&D 5e SRD stat block

Minotaur Skeleton

Large Undead, CR 2, AC 12, 45 HP. Lawful Evil.

Large Undead, Lawful Evil

AC
12
Initiative
+0 (10)
HP
45 (6d10+12)
Speed
40 ft.
ScoreModSave
STR 18 +4 +4
DEX 11 +0 +0
CON 15 +2 +2
INT 6 -2 -2
WIS 8 -1 -1
CHA 5 -3 -3
Immunities
Poison, Exhaustion, Poisoned
Vulnerabilities
Bludgeoning
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Understands Abyssal but can't speak
CR
2 (XP 450; PB +2)

Actions

Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6+4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10+4) Bludgeoning damage.

How to run Minotaur Skeleton

A minotaur skeleton is the SRD's answer to "what if the corridor ahead had a freight train in it." CR 2, AC 12, 45 HP, walk 40 ft., Str 18. Two action options: Slam at +6 for 15 bludgeoning, or Gore at +6 for 11 piercing with a charge rider that deals an extra 9 piercing and knocks Large or smaller targets Prone if the skeleton moved 20+ feet straight at the target before the hit. It is vulnerable to Bludgeoning and immune to Poison and the Poisoned and Exhaustion conditions. Passive Perception 9, Wisdom save -1.

The encounter design is the corridor. Place the skeleton at the far end of a long straight space (a tomb hallway, a temple aisle, a collapsed mineshaft). It needs at least 20 feet of runway to trigger the Gore charge rider, and you should give it that runway every turn. On round one it charges the front-line PC, hits for 20 piercing on a successful charge, and knocks them prone. Round two, if the party has closed, it Slams whoever is sticking to it, then disengages backward to set up another charge. A minotaur skeleton that gets to use Gore three times is a serious threat. One that gets pinned in melee and forced to Slam every round is a CR 1 in CR 2 wrapping.

The vulnerability matters. Bludgeoning damage is doubled, which means the cleric's mace, the monk's fists, and any warhammer in the party hits for twice the listed numbers. Telegraph this if you want the players to feel clever. A piece of broken statue in the room with the skeleton, the sound of the bones rattling when the fighter shoulders it, a quick Religion check to recall that skeletons take extra from blunt weapons. The encounter rewards the party that picks the right weapon, and that is a teaching moment for low tier play.

The skeleton has Int 6 and understands Abyssal but cannot speak. It does not surrender, does not negotiate, and has no fear instinct. It fights until the bones come apart. Once it drops, the bones should keep twitching for one beat before going still. Undead are creepy. Cash that in.

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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