Large Monstrosity, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 173 (12d12 + 30)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +10, CON +9
Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Restrained
Senses Darkvision 60 ft., Passive Perception 18
Languages Abyssal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
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 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.

Baphomet's Blessing. You are empowered by the blessing of Baphomet. Your body is physicially altered to maximize your primal brutality; your muscles grow and stretch your skin in a grotesque fashion. You gain a +2 to your strength and +1 to your constitution scores, and you now have resistance to non-magical piercing, slashing, and bludgeoning damage. Additionally, you now have disadvantage on all Charisma checks, as your warped figure puts people off when they see you. 

Actions

Greataxe of Baphomet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. If the attack hits, the creature must make a Wisdom saving throw (DC 16) on a fail, the creature enters a rage. While raging, the creature has advantage on attack rolls and disadvantage on all saving throws. The creature may only use its next action to attack. The rage ends at the start of the champion's next turn, or when the creature takes damage. 

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Bonus Actions

Empowered Roar. (Cooldown 5 turns). You roar with all of your might, causing all creatures within a 60 foot radius to make a Wisdom saving throw (DC 14). On a fail, the creature is struck with fear. They may make the saving throw again at the start of their turn to snap out of it. If a creature passes the save, they are immune to Empowered Roar for 24 hours. 

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

Are they... moving?: While in his labrynth, the minotaur has full control over the layout. He can change the structure, positions of traps, and he knows with certainty where everything is. 

 

Habitat: Underdark

Ehernandez2800