Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
12 (+1)
Skills Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages Abyssal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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 17 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.

Mindless Rage. The minotaur is immune to the charmed and frightened conditions.

Indomitable Fortitude. The minotaur has resistance to bludgeoning, piercing, and slashing damage from non magical attacks. If damage reduces the minotaur to 0 hit points, it must make a Strength saving throw with a DC of 5 + half of the damage taken, unless the damage is from a critical hit. On a success, the minotaur drops to 1 hit point instead. 

Actions

Multiattack. The Minotaur makes two attacks: two with it's greataxe or one with its greataxe and one gore attack.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 6) slashing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) piercing damage.

Bonus Actions

Frenzy. The Minotaur can make a single melee weapon attack as a bonus action on each of its turns.

Intimidating Presence. The minotaur can use its bonus action to frighten every creature within 30 ft that can see or hear it. They must succeed on a Wisdom saving throw DC 12 or be frightened of it until the end of their next turn. 

If the creature succeeds on its saving throw, it can’t use this feature on that creature again for 24 hours.

Reactions

Retaliation. When the minotaur takes damage from a creature that is within 5 feet of it, it can use its reaction to make a melee weapon attack against that creature.

Legendary Actions

The minotaur can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

 Detect. The alpha minotaur makes a Wisdom (Perception) check. This is done with advantage when in its lair.

Greataxe attack. The alpha minotaur makes one greataxe attack.

Thunderous Slam (Costs 3 Actions). A sudden explosion of stone and force erupts from the alpha minotaur as it slams its axe into the ground. Each creature within 10 feet of the alpha minotaur must make a DC17 Constitution saving throw, or take 15, (5d6) force damage and be pushed up to 10 feet from it and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.

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.

Habitat: Underdark

Fox_Infinite

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