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 (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. 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.
Multiattack. The minotaur makes three attacks: two with its hooves and one with its gore, OR One with its net, one with drag, and one hoof attack.
Ironcord Net. Melee Weapon Attack: +6 to hit, range 5/15 ft., one target. Target restrained on hit. Target may use their action to make a strength check (DC 15 STR) to free themselves. The net has an AC of 15 and 15 hit points, when the net hits 0 hp, the target is freed and the net is destroyed.
Drag. The minotaur pulls the net up to 15 ft toward themself.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
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