Charge. If the Ancient Minotaur moves at least 10 feet toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 27 Piercing Damage. If the target is a creature, it must succeed on a DC 16 Strength Saving Throw or be pushed up to 15 feet away and be knocked Prone. Labyrinthine Recall. The Ancient Minotaur can perfectly recall any path that it has traveled. Reckless. At the start of its turn, the Ancient Minotaur can gain advantage on all melee attack rolls it makes during that turn, but all attack rolls against it have disadvantage until the start of its next turn.
Greataxe. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 37 Slashing Damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 32 Piercing Damage.
The Ancient Minotaur has 2 Legendary actions, which it can use at the end of another creature's turn. It can only use one Legendary Action at a time, and it regains spent Legendary actions at the start of it's turn. Attack (Costs 2 actions). The Ancient Minotaur makes one Greataxe attack. Detect. The Ancient Minotaur makes a Wisdom (Perception) check.
On Initiative count 20 (losing initiative ties), the Ancient Minotaur can cause one of the following effects; the minotaur can't use the same effect two rounds in a row:
An Ancient Minotaur's lair is often not unlike that of a younger Minotaur, except that the amount of trophies which it has taken from its enemies is multiplied tenfold. Often, these creatures are found in the centers of immense labyrinths and dungeons where they have thrived for centuries.