|Large Monstrosity, chaotic neutral|
Armor Class 11 (13 with mage armor)
Skills Perception +8
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 13 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.
Innate Spellcasting.The minotaur’s spellcasting attribute is Willpower (spell save DC 14, +6 to hit with spell attacks.) It can innately cast the following spells, requiring no components:
3/day each: burning hands, earthbind, healing word
1/day each: flame blade, fireball, flaming sphere
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Found In: Enemies of Elsweyr