Lost Minotaur

Large undead, Neutral Evil

Armor Class

16 (natural armor)

Hit Points

114 (12d10+48)

Speed

walk 40 ft.

Saves

Dex +3, Wis +4

Skills

Athletics +8, Perception +4, Survival +4

Damage Resistances

necrotic

Damage Vulnerabilities

radiant

Damage Immunities

cold, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

darkvision 60 ft.

Languages

Understands the languages it knew in life but can't speak

Challenge

8

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.