Minotaur, Lost

The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine.

Pliable Malevolence. Motivated by an indiscriminate malice punctuated with a relentless hatred for any who survive an encounter with them, lost minotaurs may be swayed to track and kill specific prey. What it might desire in trade varies from creature to creature, but the prize usually involves an arranged hunt of some kind.

Tales of Caution. Among minotaur communities, parents tell their children bloodcurdling tales of lost minotaurs to dissuade them from wandering into old, structurally unsound labyrinths. Tales of the nigh-unstoppable malice of these horrors find an audience most everywhere.

Undead Nature. A lost minotaur doesn’t require air, food, drink, or sleep.

Lost Minotaur

Large undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft.
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 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)

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.

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