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.
Siege Monster. The minotaur's attacks deal double damage to objects and structures.
Multiattack. The minotaur makes two attacks with its greataxe and one with its horns.
Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) bludgeoning damage.
Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage and the target must make a DC 18 Strength saving throw or be knocked prone. The minotaur may then make one attack with its hooves as a bonus action against the prone creature.
Bestial Resistance. When the minotaur is struck by an enemy's critical hit, it may use its reaction to reduce the damage of the strike by 9 (1d10 + 4).
Description
Amongst minotaurs, certain individuals stand out from the rest for their strength, their brutality, and their lust for blood and violence. These lucky few become favorites of the demonic Prince of Beasts, Baphomet, who often takes such monstrosities under his wing, grooming them to become true terrors.
His champions are let loose on an unsuspecting world, granted his dark blessings of otherworldly strength and endurance, and set to guard treasures and locations of great importance to their demonic patron. In Baphomet's name these hulking nightmares hunt, maim, slaughter, and bathe in the blood of their enemies.
Lair and Lair Actions
The chosen champions of Baphomet often live apart from the rest of their kin, sent to remote and barren locales to act as guardians of Baphomet's secret temples and treasuries. More often than not these guarded secrets are located in the middle of a subterranean labyrinth, modeled after Baphomet's domain in the Abyss. This dark maze of stone and soil acts as the champion's lair, where all intruders come to die.
Lair Actions
On initiative count 20 (losing initiative ties), the minotaur takes a lair action to cause one of the following effects; the minotaur can't use the same effect two rounds in a row:
- Labyrinth walls within the minotaur's line of sight shift and move, changing the labyrinth to form a new pattern and trapping creatures within.
- The minotaur stomps, causing a portion of the labyrinth's ceiling to collapse in a 10-foot radius column. Any creature in the column must make a DC 14 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failure, or half as much on a success.
- An earth-shaking roar sounds from deep within the labyrinth. All creatures who can hear the roar must make a DC 14 Wisdom saving throw or become frightened until initiative count 20 of the next round.
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