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5ead/monsters/md/creature_codex/lost-minotaur.md
2025-06-07 07:58:30 -05:00

1.8 KiB

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.