Lost Minotaur
Large Undead neutral evil
- Armor Class: 16 (natural armor)
- Hit Points: 114 (12d10+48)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Creature Codex, page 169
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
5 (-3) |
12 (+1) |
8 (-1) |
- Saving Throws: Dex +3, Wis +4
- Skills: athletics +8, perception +4, survival +4
- Damage Vulnerabilities: radiant
- Damage Immunities: cold, poison
- Damage Resistances: necrotic
- 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
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.
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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