Taurian

Large monstrosity, chaotic evil

Armor Class 14 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.

StrDexConIntWisCha
16 (+3)10 (0)15 (+2)6 (-2)12 (+1)9 (-2)

Proficiency Bonus+ 2
Skills Perception +5
Senses
 darkvision 60 ft., passive Perception 15
Languages Taurian
Challenge 2 (450 XP)

Charge. If the taurian 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Reckless. At the start of its turn, the taurian 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.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.