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 25 (5d10) 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.
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.
Acid Blood (Ex): those hitting this dude with a slashing or piercing weapon suffer 1d6 acid damage, and the weapon also suffers 1d6 acid damage.
Explosion - Once reduced to 50% HP, players have 3 rounds to kill or explodes spraying acid blood. 30ft Radius. Anything in AoE must make DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 45 (8d10 + 10) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Description
Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
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