Palemane Minotaur (5e Creature)
From D&D Wiki
Large monstrosity, chaotic evil
Skills Perception +9
Brute. When the minotaur hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included in the attack).
Charge. If the minotaur moves at least 10 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 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.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Quake (Recharge 5-6). The minotaur channels its rage and hate into the ground causing it to quake beneath the feet of its enemies. Each creature it chooses within 20 feet must succeed on a DC 15 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.
Retaliation. If the minotaur takes damage from a creature within 5 feet of it, it may make one melee weapon attack against that creature.
Minotaurs always carry brutal savagery within them, destroying all those who oppose their might. Then there are palemane minotaurs, who have given themselves over to rage and slaughter. When a minotaur embraces the anger and forgets all else, its fur turns white and it grows even larger than its kin. Their bloodlust is so great that they have become immune to exhaustion meaning they never need to stop hunting. Many can even channel their rage into the earth, causing it to sunder in a deadly quake beneath their enemies.