Lost Minotaur

Large Undead, neutral evil

Armor Class 16 (natural armor)

Hit Points 114 (12d10+48)

Speed walk +40

Challenge 8

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 survival +4, athletics +8, perception +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

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.

Source: Creature Codex · OGL/Open