# Lost Minotaur *Large* *Undead* *neutral evil* - **Armor Class:** 16 (natural armor) - **Hit Points:** 114 (12d10+48) - **Speed:** walk 40 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** Creature Codex, page 169 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 10 (+0) | 18 (+4) | 5 (-3) | 12 (+1) | 8 (-1) | - **Saving Throws**: Dex +3, Wis +4 - **Skills:** athletics +8, perception +4, survival +4 - **Damage Vulnerabilities:** radiant - **Damage Immunities:** cold, poison - **Damage Resistances:** necrotic - **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.