Minotaur | CR 4 |
---|---|
Usually CE Large Monstrous Humanoid Init +0; Senses darkvision 60 ft., scent; Listen +7, Spot +7 Languages Giant |
|
AC 14, touch 9, flat-footed 14 hp 39 (6 HD) Fort +6, Ref +5, Will +5 |
|
Speed 30 ft., Melee Greataxe +9/+4 (3d6+6/x3) and gore +4 (1d8+2) Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +14 Atk Options Power Attack, powerful charge 4d6+6 |
|
Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 SQ natural cunning Feats Great Fortitude, Power Attack, Track Skills Intimidate +2, Listen +7, Search +2, Spot +7 Advancement By character class Level adjustment +2 |
|
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.
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.
Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. |