Minotaur Mage

Large monstrosity, lawful evil

Armor Class

15 (half-plate)

Hit Points

76 (9d10 + 27)

Speed

30 ft.

Skills

Arcana +7, History +7, Perception +3

Senses

darkvision 60 ft.

Languages

Abyssal

Challenge

7

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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 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.

Magic Resistance

The minotaur has advantage on saving throws against spells and other magical effects.

Robes of the Maze

These robes enable the minotaur mage to cast misty step three times a day.

Spellcasting

The minotaur is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 with spell attacks). It has the following spells prepared • Cantrips (at will): acid splash, blade ward, dancing lights, prestidigitation • 1st level (4 slots): chromatic orb, fog cloud, shield, thunderwave • 2nd level (3 slots): detect thoughts, scorching ray, see invisibility • 3rd level (3 slots): dispel magic, fear, lightning bolt • 4th level (1 slots): confusion

Actions

Crystal Staff

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.