Minotaur King

Large monstrosity, lawful evil

Armor Class

18 (plate)

Hit Points

142 (15d10 + 60)

Speed

40 ft.

Skills

Intimidation +6, Perception +8, Persuasion +8

Senses

darkvision 60 ft.

Languages

Abyssal

Challenge

12

Charge

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.

Labyrinthine Recall

The minotaur can perfectly recall any path it has traveled.

Legendary Resistance (3/Day)

If the minotaur fails a saving throw, it can choose to succeed instead.

Reckless

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.

Actions

Multiattack

The minotaur makes two melee attacks.

Double-Bladed Greataxe

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.

Gore

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Magical Maze (1/Day).

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.

Legendary actions

Gore

The minotaur makes a gore attack.

Heal Self (Costs 2 Actions)

Magically regains 11 (2d8 + 2) hit points.

Summon Minotaurs (Costs 3 Actions)

Summons 1d4 minotaurs which appear in unoccupied spaces within 60 feet of the minotaur in 1d6 rounds.