Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 133 (14d12 + 42)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

The minotaur scores a critical hit on a roll of 19 or 20

The minotaur can reroll 1's and 2's on damage dice using his greataxe but must use the new roll even if it is a 1 or 2

Actions

Multiattack. The minotaur makes  2 attacks: One with its greataxe and one gore attack.

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 (2d8 + 4) piercing damage.

Description

These powerful minotaurs are the elite guard of the Demon Baphomet.

Habitat: Underdark

Pepperjak

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