Minotaur
Minotaur CR 4
CE Large Monstrous Humanoid
Init +2 (+2 Dex); Senses Darkvision 60 ft, scent; listen +11, spot +11
Languages Giant
AC 16, touch 11, flat-footed - (see text) (+2 Dex, -1 size, +5 natural)
HP 51 (6 HD)
Fort +8, Ref +7, Will +7
Speed 30 ft
Melee Greataxe +11/+6 (3d6+9/x3) and gore +6 (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +6; Grp +16
Special Atks Powerful charge 4d6+9
Abilities Str 22, Dex 14, Con 18, Int 10, Wis 14, Cha 12
SQ Darkvision 60 ft, natural cunning, scent
Feats Great Fortitude, Power Attack, Track
Skills intimidate +5, listen +11, search +8, spot +11
Possessions/Treasure Standard
Powerful 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 with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on listen, search, spot checks.
Environment: Underground
Organization: Solitary, pair, or gang (3-4)
Advancement: By character class
Level Adjustment: +2
Other Minotaurs
- Minotaur Barbarian 2
- Minotaur Barbarian 4
- Minotaur Barbarian 7
- Minotaur Barbarian 10
- Minotaur Cleric 4
- Minotaur Cleric 8
- Minotaur Fighter 3 / Inventor 7
- Half-Fiend Minotaur Paladin of Slaughter 7
- Minotaur Rogue 4
- Minotaur Rogue 7

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c) - highly improbable; given to unrealistic fantasies; fanciful
m)- a state of abstraction; a reverie