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Monsters

id76
NameMinotaur
SizeAndTypeLarge Monstrous Humanoid
HitDice6d8+12 (39)
Initiative+0
Speed30 ft.
ArmorClass14 (-1 size, +5 natural)
AttacksHuge greataxe +9/+4 melee, gore +4 melee
DamageHuge greataxe 2d8+4, gore 1d8+2
FaceAndReach5 ft. by 5 ft./10 ft.
SpecialAttacksCharge 4d6+6
SpecialQualitiesScent, natural cunning
Saves_Fort6
Saves_Ref5
Saves_Will5
AbilitiesStr 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
SkillsIntimidate +5, Jump +8, Listen +8, Search +6, Spot +8
FeatsGreat Fortitude, Power Attack
ClimateAndTerrainAny underground
OrganizationSolitary or gang (2-4)
ChallengeRating_Value4
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy 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.