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Size & Type (subtype):Large Monstrous HumanoidHit Dice:6d8+12 (39)
Initiative:   +0   Speed:   30 ft.  
Armor Class:   14 (-1 size, +5 natural)   Attacks:   Huge greataxe +9/+4 melee, gore +4 melee  
Damage:   Huge greataxe 2d8+4, gore 1d8+2   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Charge 4d6+6   Special Qualities:   Scent, natural cunning  
Saving Throws  Fortitude: 6  
Reflex: 5  
Will: 5  
Abilities:   Str: 19
Dex: 10
Con: 15
Int: 7
Wis: 10
Cha: 8
Skills:   Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8   Feats:   Great Fortitude, Power Attack  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary or gang (2-4)  
Challenge Rating:   4   Challenge Rating Value:   4  
Treasure:   Standard   Alignment:   Usually chaotic evil  
Advancement:   By character class  


Minotaurs speak Giant.


Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002