Minotaur
Large monstrosity, chaotic evil
STR
18
DEX
11
CON
16
INT
6
WIS
16
CHA
9
Armor Class: 14
Hit Points: 76 (9d10+27)
Speed: Walk 40 ft., Swim
Challenge Rating: 3 (700 XP)
Saving Throws:
Skills: Perception +7
Senses: darkvision 60 ft. passive perception 17
Languages: Abyssal
Charge
If the minotaur moves at least 10 ft. 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 ft. 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.
Actions
Greataxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.