Minotaur Champion
Huge Monstrosity
Armor Class 19
Hit Points 262 (21d12+126)
Speed walk +50
Challenge 16
Saving Throws con +11, dex +5, str +11, wis +8
Skills perception +8
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Undercommon
Special Abilities
Labyrinthine Recall. The minotaur can perfectly recall any route it has traveled.
Magic Resistance. The minotaur has advantage on saving throws against spells and magical effects.
Actions
Multiattack. The minotaur gores once and attacks twice with its greataxe.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target makes a DC 19 Strength saving throw being pushed up to 5 feet away and falling prone on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack the attack deals an extra 13 (3d8) damage.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Fire Breath (Recharge 5-6). The minotaur exhales fire in a 30-foot cone. Each creature in the area makes a DC 19 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success.
Bonus Actions
Roar of Triumph. If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 35 (10d6) temporary hit points.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open