Lost Minotaur

Creature Codex (3pp)

Size
Large
Type
undead
Alignment
neutral evil
AC
16 (natural armor)
Hit Points
114 (12d10+48)
Speed
walk 40 ft.
Saving Throws
Dex +3, Wis +4
Skills
Athletics +8, Perception +4, Survival +4
Resistances
necrotic
Immunities
cold, poison
Vulnerabilities
radiant
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
STR
20
+5
DEX
10
+0
CON
18
+4
INT
5
−3
WIS
12
+1
CHA
8
−1

Traits

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.

Other data

description