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 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 18 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.
Spellcasting. Aamnu Flamepelt is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
Cantrips (at will): sacred flame, light, eldritch blast, shocking grasp
1st level (4 slots): guiding bolt, inflict wounds, command*, bane
2nd level (3 slots): detect thoughts, mirror image, blindness/deafness
3rd level (3 slots): counterspell, spirit guardians, lightning bolt
4th level (2 slots): banishment, stoneskin*
5th level (1 slots): contagion, holy weapon, insect plague
Multiattack. Aamnu Flamepel can make two Greataxe attacks.
Greataxe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d12 + 8) slashing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 8) piercing damage.
Aamnu Flamepelt can take 2 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. Aamnu Flamepelt regains spent legendary actions at the start of its turn.
Greataxe. Aamnu Flamepelt can take one immediate Greataxe attack.
Eldritch Blast. Aamnu Flamepelt can immediately use Eldritch Blast, firing 3 bolts
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
Lair Actions
On initiative count 20 (losing initiative ties), Aamnu Flamepelt takes a lair action to cause one of the following magical effects:
- Chose one creature you can see, abyssal darkness impedes their ability to move and reduces their speed by half
- Chose one creature you can see, they must make a DC 18 Strength Saving throw or be moved towards you
- One creature of your chose must make a DC 16 Dexterity Saving Throw or be impaled by magical darkness, taking 2d8 piercing damage
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