18 (plate)
142 (15d10 + 60)
40 ft.
Intimidation +6, Perception +8, Persuasion +8
darkvision 60 ft.
Abyssal
12
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 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
The minotaur can perfectly recall any path it has traveled.
If the minotaur fails a saving throw, it can choose to succeed instead.
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.
The minotaur makes two melee attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) slashing damage. If the target has at least one head and the attack roll is a '20', the axe cuts off one of the target's heads. Targets are immune to this effect if they are immune to slashing damage, don't have or need a head, have legendary actions, or the DM decides the target's head is too big.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
The minotaur creates a massive magical maze. Any creature's in a 1-mile radius must make a DC 15 Wisdom saving throw or be sent to the center of the maze. On a success the target finds itself at one of the many entrances on the edge of the maze. The minotaur is also sent into the maze and begins to hunt down the targets.
The minotaur makes a gore attack.
Magically regains 11 (2d8 + 2) hit points.
Summons 1d4 minotaurs which appear in unoccupied spaces within 60 feet of the minotaur in 1d6 rounds.