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.
Ashen Step: This creature can Misty step as per the spell, once an encounter in a cloud of Ash.
Ashen Absorption: As a bonus action this creature absorbs a 5 foot square of Ash and regains 2d10+6 hit points. This power can only be used once an encounter.
Ashen Eyes: As a bonus action this creature stares down it's target, filling their head with complex mazes and screams. Target must make a dc 15 wisdom save or fall under the confusion spell for a turn. Recharges on a 1d6 (6) roll.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 6) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) piercing damage.
Description
Their ashen fur stained with the blood of fallen foes, theaeminotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
Their eyes are blood red, but an ashy fog oozes out from them.
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