AC 19 (natural armor)
HP 262 (21d12 + 126; bloodied 131)
Speed 50 ft.
Proficiency +5; Maneuver DC 19
Saving Throws Str +11, Dex +5, Con +11, Wis +8
Skills Perception +8 (+1d6)
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Undercommon
Labyrinthine Recall. The minotaur can perfectly recall any route it has traveled.
Magic Resistance. The minotaur has advantage on saving throws against spells and magical effects.
ACTIONS
Multiattack. The minotaur gores once and attacks twice with its greataxe.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and the target makes a DC 19 Strength saving throw , being pushed up to 5 feet away and falling prone on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack, the attack deals an extra 13 (3d8) damage.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Intimidating Bellow (Recharges 5–6). The minotaur conqueror emits a threatening cry. Each creature in a 60-foot radius who can hear it must make a DC 19 Wisdom saving throw . On a failure, a creature stunned until the end of the minotaur conqueror’s next turn or until it receives damage.
BONUS ACTIONS
Roar of Triumph. If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 35 (10d6) temporary hit points.
Stomp the Opposition. The minotaur conqueror strikes the ground, creating a shockwave in a 15-foot radius centered on itself. Creatures standing in the area must make a DC 19 Strength saving throw or fall prone .
Believing they were prophesied to one day rule over this whole region, minotaur conquerors form warbands—and occasionally full armies— in their search for power. More intelligent and socially adept than most of their kind, they intimidate and manipulate their followers with a strong arm and the promise of a kingdom of their own to rule over.