Sources
CR
Type
Size
Alignment
Movement

Emberhorn Minotaur

Large Monstrosity, Chaotic Evil

Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18
+4
DEX
11
+0
CON
16
+3
INT
6
-2
WIS
16
+3
CHA
9
-1
Skills Perception +7
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)

Traits

Charge. If the minotaur moves at least 10 feet 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

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

Burning Breath (Recharge 5–6). The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) piercing damage.