Minotaur | Size & Type (subtype): | Large Monstrous Humanoid | Hit 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 |
| Description: |
Minotaurs speak Giant.
Combat
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.
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