b'Minotaur \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  13 \n'b' Hit Points  95 (10d12 +30) \n'b' Speed  50 ft.\n'b' STATS STR: 22 (+6) DEX:  9 (-1)  CON:  17 (+3)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +10 \n'b' Senses  passive  Perception  11 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Labyrinthine Recall . The  minotaur  can perfectly recall any path it has traveled. \n'b'  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. \n'b'  Trampling Charge . If the  minotaur  moves at least 20 feet straight toward a creature and then hits it with a gore  attack  on the same turn, that target must succeed on a DC 15  Strength  saving throw or be knocked  prone . If the target is  prone , the  minotaur  can make one stomp attack against it as a bonus action \n'b'\n'b' ACTIONS \n'b'\n'b'  Gore .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 24 (4d8 + 6) piercing damage. \n'b'  Stomp .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 22 (3d10 + 6) bludgeoning damage.'