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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 12 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.
Sorcery Points. 6 sorcery points
Metamagic. Twinned spell 1 sorcery point or spell level amount of sorcery points
Quickened spell 2 sorcery points
Spellcasting. The minotaur is a 6th-level spellcaster. Its spellcasting ability is charisma (spell save DC 13, +5 to hit with spell attacks). The minotaur has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, Green-flame-blade, lightning lure, shocking grasp, ray of frost
1st level (4 slots): chromatic orb, ice knife, shield
2nd level (3 slots): shatter, darkness
3rd level (3 slots): fire ball, slow
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) 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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Posted Jun 28, 2023this monster is hotttt so goood i used it on my players and they flipped