
Minitaur
Minitaurs, or mini minotaurs, are a small but industrious race, capable of great feats of strength despite their diminutive stature.
On their own, a minitaur behaves similarly to an ordinary minotaur, however, when they swarm they are able to form the mighty-taur, where tens or hundreds of minitaurs link arms, legs, horns, and axes, then combine their efforts to fell even mighty foes.
Swarm of Minitaurs
Large swarm of tiny monstrosities, chaotic evil
- Armor Class 15 (natural armour)
- Hit Points 150 (20d10 + 40)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 6 (-2) 16 (+3) 9 (-1)
- Skills Perception +9
- Senses darkvision 60 ft., passive Perception 19
- Languages Abyssal
- Challenge 6 (2,300 XP)
Charge. If the swarm 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 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half or it hit points of fewer. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The swarm can perfectly recall any path it has traveled.
Mighty-Taur. The minitaurs work cooperatively to take the form of a large minotaur. As long as the swarm has more than half its hit points, it has advantage on Strength based attacks, Strength checks, and Strength saving throws.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny minitaur. The swarm can't regain hit points or gain temporary hit points.
Actions
Tiny Axes. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) slashing damage. or 14 (3d6 + 4) slashing damage if the swarm has half or it hit points of fewer.
Gores. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage, or 14 (3d6 + 4) piercing damage if the swarm has half or it hit points of fewer.
Minitaur
Tiny monstrosity, chaotic evil
- Armor Class 13 (natural armour)
- Hit Points 36 (8d4 + 2)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 14 (+2) 6 (-2) 16 (+3) 9 (-1)
- Skills Perception +7
- Senses darkvision 60 ft., passive Perception 17
- Languages Abyssal
- Challenge 1/2 (100 XP)
Charge. If the minotaur 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 3 (1d6) piercing damage.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Tiny Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Artwork by Cryptid-Creations