Minotaur, Ravening
Large Monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 85 (10d10+30)
Speed walk +40
Challenge 3
Skills perception +3
Senses darkvision 60', passive Perception 17
Languages Giant, Minotaur
Special Abilities
Charge. If it moves 10 ft.+ straight to foe and hits with gore attack on same turn target takes an extra 9 (2d8) piercing damage. If the target is a creature it must make DC 14 Str save or be pushed up to 10 ft. away and knocked prone.
Keen Smell. Advantage: smell Wis (Percept) checks.
Labyrinthine Recall. Can perfectly recall any path it has traveled.
Ravening Hunger. When it reduces a creature to 0 hp with melee attack on its turn can take a bonus action to consume creature's heart. Its hp max increases by 5 for every ten hearts it consumes in this way.
Ravening Madness. Disadvantage on Int checks and saves. Considers every creature hostile and doesn't benefit from Help action or similar spells/effects that involve help to/from friendly creatures. Doesn't stop spellcaster from restoring hp to it or curing ravening with magic.
Reckless. At the start of its turn it can choose to have advantage on all melee weapon attack rolls it makes during that turn but attack rolls vs. it have advantage until the start of its next turn.
Actions
Multiattack. One Bite and two Claw attacks.
Bite. Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage and minotaur gains temp hp equal to damage. Target: DC 13 Con save or infected with ravening (below).
Claw. Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (2d8+4) piercing damage.
Source: Tome of Beasts 3 · OGL/Open