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 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.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Gore. (Costs 1 Action) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Teleport. (Costs 2 Actions) The creature magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Legendary Resistance. (3/Day)
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.
Lair and Lair Actions
A tremor shakes the lair in a 60-foot radius around the creature. Each target other than the creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
A thunderclap originates at a point the creature can see within 120 feet of it. Each target within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
The creature creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
The creature casts Dissonant Whispers (no components required) on a single target that is within the lair. The target must succeed on a DC 14 Wisdom saving throw or be affected by the spell, the target succeeds the target is immune to the creature’s Dissonant Whispers lair action for the next 24 hours, although such a target can choose to be affected.
Previous Versions
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