Lost Minotaur
Lost Minotaur
Large undead, neutral evil
- Armor Class 16 (natural armor)
- Hit Points 114 (12d10+48)
- Speed 40 ft.
- STR
20 (+5) - DEX
10 (+0) - CON
18 (+4) - INT
5 (-3) - WIS
12 (+1) - CHA
8 (-1)
- Saving Throws Dex +3, Wis +4
- Skills Athletics +8, Perception +4, Survival +4
- Damage Vulnerabilities radiant
- Damage Resistances necrotic
- Damage Immunities cold, poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages it knew in life but can't speak
- Challenge 8 (3,900 XP)
- Charge. If the lost minotaur 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 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
- Keen Smell. The lost minotaur has advantage on Wisdom (Perception) checks that rely on smell.
- Magic Resistance. The lost minotaur has advantage on saving throws against spells and other magical effects.
- Sense Life. The lost minotaur can magically sense the presence of living creatures within 1 mile away. It knows each creature's general direction but not exact location.
Actions
- Multiattack. The minotaur makes two twilight greataxe attacks.
- Twilight Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage.
- Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.