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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.