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 (4d8) 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.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 4) piercing damage.
Legendary Resistance (3/Day). If the night hag fails a saving throw, it can choose to succeed instead.
3 legendary actions
Blasphemous Word: The creature utters a blasphemous word. Each non-undead target within 10 feet of the creature that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the creature’s next turn.
Searing Burst: The creature emits magical, divine energy. Each target of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Shimmering Shield: The creature creates a shimmering, magical field around itself or another target it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the creature’s next turn.
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.
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