Lost Minotaur

Large Undead, neutral evil. CR 8, AC 16, 114 HP. Traits: Charge, Keen Smell, Magic Resistance, Sense Life.

Armor class
16
Hit points
114
Challenge
8
Creature type
Undead
Size
Large
Alignment
neutral evil

Stat block

Cha
8
Con
18
Dex
10
Int
5
Str
20
Wis
12
Speed
Walk: 40
Senses
darkvision 60 ft., passive Perception 14
Skills
Survival: 4; Athletics: 8; Perception: 4
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.
Languages
understands the languages it knew in life but can't speak
Saving throws
Wisdom: 4; Dexterity: 3
Damage immunities
cold, poison
Special abilities
  • 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.
Damage resistances
necrotic
Condition immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Damage vulnerabilities
radiant

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.