b'Minotaur, Lost \n'b'  Family:   Minotaur  \n'b' 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. \n'b'  Large   undead ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  18 (+4)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +3,  Wisdom  +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\xe2\x80\x99t speak  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'\n'b'  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 . \n'b'  Keen Smell . The lost minotaur has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Magic Resistance . The lost minotaur has advantage on saving throws against spells and other magical effects. \n'b'  Sense Life . The lost minotaur can magically sense the presence of living creatures within 1 mile away. It knows each creature\xe2\x80\x99s general direction but not exact location. \n'b'  Undead Nature . A lost minotaur doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The  minotaur  makes two twilight greataxe attacks. \n'b'  Twilight Greataxe .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage. \n'b'  Gore .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage. \n'b'\n'b' About \n'b' A large number of lost minotaurs came into being after being trapped within their fortified labyrinths and then slowly starved out or slain by gas and necrotic attacks during the invasions of  minotaur  lands in centuries past. \n'b'  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. \n'b'  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.'