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.
Multiattack. The Cretan minotaur makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
The Cretan minotaur can disengage as a reaction. But only when creatures are lost in its labyrint.
The Cretan minotaur 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. The Cretan minotaur regains spent legendary actions at the start of its turn.
Feast. The minotaur consumes the blood of a dead creature. He regains [roll]1d8[/roll] hit points.
Thrash. The minotaur starts attacking without thought. Everyone in a 15ft circle around him must make a Dexterity DC14 saving throw or take [roll]2d10[/roll] bludgeoning damage on a fail and half as much on a save. The minotaur also take half the damage.
Description
Skulking in his dark labyrinth, the Cretan minotaurs life knows only pain. His brown fur is stained with the blood of his fallen victims, on which he feasts for sustenance.
Lair and Lair Actions
When fighting inside its lair, the Cretan minotaur can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Cretan minotaur takes a lair action to cause one of the following effects:
- The minotaur lets out a bloodcurdling roar. It has advantage on Perception checks and Intimidation checks for its next turn. Creatures within 30 ft. must make a Wisdom DC12 saving throw or be frightened.
- The minotaur casts Shifting Walls. The walls of its labyrinth begin to move and rearrange.
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