Frost Minotaur

Large monstrosity, chaotic evil

Armor Class

16 (natural armor)

Hit Points

123 (13d10 + 52)

Speed

40 ft.

Skills

Perception +6

Senses

darkvision 60 ft.

Languages

Sylvan

Challenge

5

Charge

If the frost minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall

The frost minotaur can perfectly recall any path it has traveled.

Reckless

At the start of its turn, the frost 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.

Wintery Movement

The frost minotaur can travel through icy and snowy terrain with no penalty for difficult terrain.

Actions

Multiattack

The frost minotaur makes two melee attacks.

Frozen Greataxe

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 5) slashing damage plus 4 (1d8) cold damage.

Gore

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) cold damage.

Breath Weapon (Recharge 2-3)

The frost minotaur exhales an icy breath in a 30-foot cone. Any creatures in that area must make a DC 15 Constitution saving throw or take 17 (5d6) cold damage.