15 (half-plate)
76 (9d10 + 27)
30 ft.
Arcana +7, History +7, Perception +3
darkvision 60 ft.
Abyssal
7
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.
The minotaur can perfectly recall any path it has traveled.
The minotaur has advantage on saving throws against spells and other magical effects.
These robes enable the minotaur mage to cast misty step three times a day.
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
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.