Minotaur Champion A5E
CR 16 monstrosity
Huge monstrosity, chaotic evil
The minotaur can perfectly recall any route it has traveled.
The minotaur has advantage on saving throws against spells and magical effects.
Actions
The minotaur gores once and attacks twice with its greataxe.
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.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
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
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: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details