Name | Minotaur |
---|---|
Sorted Name | Minotaur |
Family | Minotaur |
Size and Type | Large Monstrous Humanoid |
Hit Dice Count | 6 |
Hit Dice | 6d8+12 (39 hp) |
Random Hit Points | 6d8+12 - 12 |
Initiative | +0 |
Speed | 30 ft. (6 squares) |
Armor Class | 14 (-1 size, +5 natural), touch 9, flat-footed 14 |
Base Attack/Grapple | +6/+14 |
Attack | Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4) |
Full Attack | Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Powerful charge 4d6+6 |
Special Qualities | Darkvision 60 ft., natural cunning, scent |
Saves | Fort +6, Ref +5, Will +5 |
Abilities | Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 |
Skills | Intimidate +2, Listen +7, Search +2, Spot +7 |
Feats | Great Fortitude, Power Attack, Track |
Environment | Underground |
Challenge Rating | 4 |
Organization | Solitary, pair, or gang (3-4) |
Treasure | Standard |
Alignment | Usually chaotic Evil |
Advancement | By character class |
Level Adjustment | +2 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Minotaur; CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft. (6 squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +6; Grp +14; Atk +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full Atk +9 /+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track |
Minotaur
A minotaur stands more than 7 feet tall and weighs about 700 pounds. Minotaurs speak Giant. CombatMinotaurs prefer melee combat, where their great strength serves them well. 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 Search, Spot, and Listen checks. Minotaurs as CharactersMinotaur characters possess the following racial traits.
-A minotaur's base land speed is 30 feet.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4), or Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)
feats: GREAT FORTITUDE, POWER ATTACK, TRACK, ,