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
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.
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Posted Dec 3, 2022The CR rating on this seems a bit high, I would put it more CR 10