Keen Smelling and Hearing. The minotaur has advantage on perception checks made to smell or hear, and gains 30ft of blindsight.
Mindless Rage. The minotaur has advantage on saving throws against being charmed.
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 12 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Blood Drain. If the Minotaur starts its turn with a creature grappled it can then drain the life of the creature dealing 12(4d6) Necrotic damage to targets maximum hp and marking the creature gaining that much in temp hp. Creatures cannot be given more than one mark. (this damage cannot be healed until mark is removed by dispel or killing the minotaur.)
Iron Hide. When hit with a ranged missile attack it can see the minotaur can reduce the damage it takes by 10 (1d12 + 4), this can be used a number of times equal to its con modifier.
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.
Legendary Resistance (3/Day). If the Minotaur fails a saving throw, it can choose to succeed instead.
Multiattack. The Minotaur makes two attacks with its greataxe, one with its greataxe and one with its Fist, or just one attack with its gore.
Lifesteal Greataxe +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 7) slashing damage and 3 (1d6) necrotic damage. Minotaur gains health for necrotic damage dealt.
Fist. Unarmed Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 15(3d6 + 6) bludgeoning damage. Target must succeed on a DC 16 Strength saving throw or be grappled.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 6) piercing damage.
Frightening Roar (Recharge 5-6). Each creature within 30ft of the minotaur that can hear it must succeed on DC 16 Wisdom saving throw or be stunned with fear until the end of its next turn.
Bloodied Frenzy. When the minotaur drops past bloodied value it makes a free greataxe attack against all nearby creatures. If no creatures are within range it makes a free charge to a creature of its choice.
The minotaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The minotaur regains spent legendary actions at the start of its turn.
Bloodpool. The minotaur ferociously howls, activating the marks it has placed. Each creature that is marked must make a DC 16 constitution save or take 2(1d4) necrotic damage. The minotaur heals for damage dealt.
Grapple. The minotaur makes a grapple attack at a creature within range 5 ft. target must succeed on a DC 16 strength saving throw or be grappled and take 8 (1d4 + 6) bludgeoning damage.
Sweeping Axe (costs 2 actions). The minotaur unchains its axe and sweeps with it hitting all enemies within 10 ft in front of it.
Opportune Gore (costs 2 actions). The minotaur makes a free charging gore attack.
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.
This one however has fur black as night with accents of Deep blood red on its back, either from slain foes or just natural. Its eyes are a deep crimson with white slits for pupils. it stands 15 ft tall and drags a wicked, jagged rusted black greataxe with dried blood on the end.
Lair and Lair Actions
Lair Actions On initiative count 20 (losing initiative ties), the Minotaur takes a lair action to cause one of the following effects; the Minotaur can’t use the same effect two rounds in a row:
- Skeletons of fallen adventurers reach out from the walls and try to grapple all creatures the minotaur can see. Strength saving throw DC (14)
- One wall the Minotaur can see moves, cutting off creatures from escape.
- 30 ft from the Minotaur of the labyrinth that it can see begins to shake violently, creatures must succeed on a DC (16) Dexterity saving throw or be knocked prone.
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