Palemane Seer (5e Creature)
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Large monstrosity, chaotic evil
Skills Perception +9
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.
Sense Rage. The minotaur can sense the exact location of any conflict within one mile.
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.
Greater Fury. The minotaur increases the rage of one willing creature within 30 feet. For one minute that creatures gains 9 (2d8) damage on melee weapon attacks and advantage on Strength checks and Strength saving throws. This effect immediately ends if the minotaur becomes unconscious or dies.
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 of it must make a DC 15 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. A creature that succeeds on its save takes half damage and isn't knocked prone.
On occasion when a minotaur becomes a paleback, it manifest as a silent rage. It is these minotaurs that become paleback seers which act as guides for there paleback kin. While they are not as physically mighty as other paleback minotaurs, they make up for it with their higher mastery of their unnatural rage.