Charge. If Bloodhoof 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. Bloodhoof can perfectly recall any path it has traveled.
Reckless. At the start of its turn, Bloodhoof 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. Bloodhoof can use two actions instead of one
Greataxe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 9) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Revolving Blunderbuss. Ranged weapon attack: +5 to hit, range 15/60 ft., one target. Hit: 14 (2d8+5) piercing damage
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 bludgeoning damage
Bloodhoof has 2 different "villain" actions, each of which are used after the players turn on different rounds
Rage. After taking 55 damage Bloodhoof goes into rage, giving him advantage on all strength rolls and a +3 to attack bonus/damage
Berserk. After taking 100 damage Bloodhoof goes Berserk, Stripping his Armour going down to 17 AC and gaining a +6 damage buff to all melee weapons
Description
his fur stained and matted with the blood of fallen foes, Bloodhoof is a scar covered minotaur whose roar is a savage battle cry that all civilized creatures fear. He is a little slower than most minotaurs, but he makes up for it in raw strength. Able to rip limbs apart with ease, Bloodhoof is known to raid towns and villages killing all of their inhabitants.
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