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Lost Minotaur 2014

CR 8 undead

Large undead, neutral evil


Armor Class
16 (natural armor)
Hit Points
114 (12d10+48)
Speed
40 ft.

STR20 (+5)
DEX10 (+0)
CON18 (+4)
INT5 (-3)
WIS12 (+1)
CHA8 (-1)

Saving Throws
Dexterity +3, Wisdom +4
Skills
Athletics +8, Perception +4, Survival +4
Vulnerabilities
radiant
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
Challenge
8 (3,900 XP) · Proficiency Bonus +3

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 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details