Large Monstrosity, Chaotic Evil
Armor Class 18 (plate armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +9, CON +8, WIS +7
Skills Athletics +9, Perception +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Restrained
Senses Darkvision 60 ft., Passive Perception 21
Languages Abyssal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Charge. If the minotaur moves at least 10 feet straight toward a target, it may attack the target with a gore attack as a bonus action. If the target is a creature, it takes an additional 11 (2d10) piercing damage and must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and be knocked prone.

Execute. Any successful attack that the minotaur makes with its greataxe against an incapacitated or prone creature is a critical hit. If the creature had 0 hit points before the attack hit, the minotaur kills it instantly via decapitation.

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 attacks it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Trample. The minotaur can move over any prone creature of size Medium or smaller. The creature must make a DC 15 Strength saving throw, taking 9 (2d8) bludgeoning damage on a failed save or half as much damage on a successful one. The creature counts as difficult terrain and is pushed up to 10 feet away if the minotaur ends its turn on top of it.

Actions

Multiattack. The minotaur makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Slam (Recharge 5-6). The minotaur smashes the ground beneath it, creating a seismic wave. All creatures standing on the ground within a 15 ft. radius circle around the minotaur must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 4 (1d6) bludgeoning damage. Creatures that are already prone are not affected.

Legendary Actions

The minotaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The minotaur regains spent legendary actions at the start of its turn.

Greataxe Attack. The minotaur makes one attack with its greataxe.

Surge (Costs 2 Actions). The minotaur moves up to half its movement speed and makes a gore attack.

Trip. The minotaur targets a creature within 5 ft. The target must succeed on a DC 15 Strength saving throw or be knocked prone.

Description

A cut above its kin, the alpha minotaur is outfitted for war and patrols its home ready to kill intruders on sight. It generally attempts to finish off its enemies quickly, knocking them to the ground with brute force and decapitating them with a single blow.

Monster Tags: Misc Creature

Habitat: Underdark

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