b'Taurosu \n'b' One minotaur in a particular tribe grew to full size when he was but a youth, and then kept growing. His might has kept pace with his incredible stature; only other kaiju can now match his power. \n'b'  Chieftain . As he grew, the chieftain of Taurosu\xe2\x80\x99s tribe saw him as a challenge, and attempted to banish him. Even in exile, Taurosu fought the tribe\xe2\x80\x99s enemies. In time, he returned home to great acclaim and overthrew the chieftain \xe2\x80\x93 a task made easier by virtue of towering over him. \n'b'  Guardian . Taurosu\xe2\x80\x99s tribe dwells alongside humans and other races on an island chain. In exchange for occasional gifts to his people, Taurosu fends off raiders and sea-dwelling monsters, including other kaiju. \n'b'  Gargantuan   monstrosity ,  chaotic good  \n'b'  Armor Class  18 (natural armor)  Hit Points  346 (21d20 + 126)  Speed  80 ft.\n'b' STATS STR: 22 (+6) DEX:  16 (+3)  CON:  22 (+6)  INT:  3 (-4)  WIS:  18 (+4)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength +11,  Constitution +11,  Intelligence +1  Skills   Athletics  +11,  Intimidation  +2,  Perception  +9,  Survival  +9  Damage Resistances  acid, cold, fire, lightning, necrotic, thunder  Condition Immunities   exhaustion ,  frightened   Senses   darkvision  600 ft., passive  Perception  19  Languages  Giant, Abyssal (can\xe2\x80\x99t speak)  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge  size  or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by  resistance  or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of  size  Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by  resistance  or saving throws. Kaiju deal double damage to objects and structures. They ignore normal  difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b'  Charge . If Taurosu 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 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 18  Strength  saving throw or be pushed up to 10 feet away and knocked  prone . \n'b'  Labyrinthine Recall . Taurosu can perfectly recall any path it has traveled. \n'b'  Kaiju  Bane  . Taurosu gains advantage on attacks against creatures with the Colossal Creatures or Lesser Kaiju traits, and imposes disadvantage on those creatures\xe2\x80\x99 attacks against it. When Taurosu hits those creatures with a melee weapon  attack , it deals double damage. \n'b'  Actions \n'b'   Multiattack . Taurosu makes one gore  attack  and two slam attacks. \n'b'  Gore .  Melee Weapon Attack : +11 to hit, reach 20 ft., one target.  Hit : 24 (4d8 + 6) piercing damage. \n'b'  Slam .  Melee Weapon Attack : +11 to hit, reach 20 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage. \n'b'  Legendary Actions \n'b' Taurosu can take 3  legendary actions , choosing from the options below. Only one  legendary action  can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Taurosu regains spent  legendary actions  at the start of its turn. \n'b'   Slam . Taurosu makes one slam  attack . \n'b'  Detect . Taurosu makes a  Wisdom  ( Perception ) check. \n'b'  Recover . Taurosu regains 50  hit points . Once it uses this ability, it cannot do so again until the end of its next turn.'