Minotaur Rampager
Large monstrosity, chaotic evil
Armor Class
15 (natural armor)
Hit Points
114 (12d10 + 48)
Speed
40 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
9 (-1)
WIS
17 (+3)
CHA
12 (+1)
Damage Resistances
bludgeoning, piercing, and slashing damage from nonmagical weapons (if at or above half of its maximum hit points)
Senses
darkvision 60ft., passive Perception 19
Skills
Athletics +9, Perception +9
Languages
Abyssal
Challenge
5 (1,800 XP)
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Endless Fury. The minotaur’s rage makes it blind to the pain being inflicted upon it until it feels the possibility of death is a reality, at which point it uses a new surge of adrenaline to bring a new deadly strength to every strike. As long as the minotaur is at or above half of its maximum hit points, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. As long as the minotaur is below half of maximum hit points, its strength bonus is doubled for all of its attacks (included in the attacks).
Actions
Greatmaul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, or 23 (2d12 + 10) if the minotaur is below half of its maximum hit points.
Hoof Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 24 (3d12 + 5) bludgeoning damage or 29 (3d12 + 10) if the minotaur is below half of its maximum hit points..
Rampaging Charge (Recharge 5-6). The minotaur expends all of its movement to charge up to 40 feet in a straight line. Each creature in the minotaur’s path must succeed on a DC 16 Dexterity saving throw or be pushed up to 10 feet to either side of the minotaur’s path, knocked prone, and take 32 (5d12) bludgeoning damage. A creature that succeeds on the saving throw takes half as much damage and is pushed but not knocked prone. This movement by the minotaur does not provoke attacks of opportunity.