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).