16 (natural armor)
114 (12d10+48)
walk 40 ft.
Dex +3, Wis +4
Athletics +8, Perception +4, Survival +4
necrotic
radiant
cold, poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft.
Understands the languages it knew in life but can't speak
8
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.
The lost minotaur has advantage on Wisdom (Perception) checks that rely on smell.
The lost minotaur has advantage on saving throws against spells and other magical effects.
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.
The minotaur makes two twilight greataxe attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.