# Minotaur Champion

*Huge* *Monstrosity*

- **Armor Class:** 19
- **Hit Points:** 262 (21d12+126)
- **Speed:** walk 50 ft.
- **Challenge Rating:** 16 (15,000 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 335

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 10 (+0) | 22 (+6) | 10 (+0) | 16 (+3) | 14 (+2) |

- **Saving Throws**: Str +11, Dex +5, Con +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.


