Blood Greed. The bullgor has advantage on attacks against creatures with less than full hp, and if the bullgor rolls a natural 20 roll 1 extra damage die when determining the extra damage for the crit and the bullgor heals half the damage dealt.
Blood Sent. The bullgor now’s the basic direction to a creature with less than full hp if it is within 1 mile.
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 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
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.
Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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