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Pannotia Campaign Setting

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