Minotaur: Difference between revisions
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Revision as of 00:55, 19 April 2021
Minotaur (CR 11)
Chaotic Evil - Large - Monstrous Humanoid |
---|
Lore: | Know (Nature) | ||
20 | 39 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
242 | 121 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +8 |
Will: | +8 |
Strong Against:
- Immune (no effect): any disorienting effects; a minotaur never gets lost. Ever.
Offense
Standard Attack (Melee):
- 1x Minotaur's Head-Ram +18 (3d10+11/x2)
as bludgeoning (physical, common)
plus: Fort save, DC 21, or be Wobbly for one round
Full Attack (Melee):
- 1x Minotaur's Head-Ram +18 (3d10+11/x2)
as bludgeoning (physical, common)
plus: Fort save, DC 21, or be Wobbly for one round - 2x Minotaur's Battleaxe +18 (3d6+6/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
23 |
STR |
20 |
DEX |
25 |
CON |
16 |
INT |
14 |
WIS |
25 |
CHA |
Skills:
- Intimidate: 21
- Knowledge (Arcana): 18
- Knowledge (Local): 18
- Knowledge (Nature): 18
- Knowledge (Planes): 18
- Perception: 18
- All other skills: 13 (no ranks)
Languages: Giant, Boggard
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Mazewalker (Su) Swift action, after attacked from beyond their reach |
After a Minotaur has been attacked in any way from beyond its reach, on its next turn, as a swift action, it may open a maze portal in their current space and step through, appearing closer to any attacker that struck them from beyond their reach. Mazewalker is treated as a teleport, of up to 100 feet, that must reduce the distance between the minotaur and an enemy who attacked them from beyond their reach. Since this is a swift action, Minotaurs will sometimes use a Charge maneuver to attack after using Mazewalker. Just because its so darn cool. Also, if they do so, they may roll a free Intimidate check after their charge, against the target of their charge, to Demoralize. |
Inescapable Charge (Ex) Standard Action |
Inescapable Charge is a standard action which follows all of the rules of a standard Charge, with the following exceptions: First, when charging, the minotaur is treated as having a speed of 60. Second, on a successful Maneuver Offense roll (a D20+18 versus the targets Maneuver Defense), the minotaur deals 3d10+12 points of bludgeoning (physical, common) damage with its Head Ram, instead of its normal Head Ram damage. Finally, any creature struck by the minotaur's Inescapable Charge must make a Reflex save, DC 21, or be pushed back 20 feet and knocked Prone. If the creature succeeds on the reflex save, it is only pushed back 10 feet and is not knocked prone. This is forced movement, and does not provoke. As with all forced movement, the target may choose to fall prone to avoid some or all of this movement. This is classed as a 'Push' movement, and must always be as directly away from the minotaur as possible. |
Uncanny Dodge (Ex) Always On |
Minotaurs cannot normally be made to be flat-footed. However, Feint actions will cause the Minotaur to be flat-footed as normal. |
Minotaur
The maze-dwelling, bull-headed man of ancient myths is somewhat more social than the stories would suggest. That is, it is not uncommon for families and clans of minotaurs to live together. Similarly, their affinity for mazes is a bit overstated. Certainly, minotaurs seem to have an unnatural ease within the confined spaces of a dungeon (or other maze-like structure), and there are no stories about minotaurs ever getting lost. Indeed, they can find their way to a chosen destination (or prey) unerringly, given enough time.
Minotaurs outside of combat appear somewhat lazy. They are herbivores, living off the land and foraging to get by. An outsider might spy a minotaur family living their quiet peaceful lives, and believe minotaurs to be peaceful, gentle beasts of the wilds. They would, however, be dead wrong.
Minotaurs are fiercely territorial, and terrifyingly aggressive to anyone who enters their territory. They are strong, fast and efficient killers. Minotaurs will often place markers around their territory to scare off interlopers, the markers consisting of bits of other creatures who failed to notice the other markers. They delight in the hunt, and take visceral pleasure in dismembering those creatures they catch.
Combat Tactics
Minotaurs will make use of their Inescapable Charge as much as possible. They have mobility, so they will move through the battlefield with little fear of attacks of opportunity. They relish in moving between foes, ignoring their feeble attacks, and attacking those creatures who prefer to stay out of the thick of things (spell casters and ranged attackers, typically).
If a ranged attacker deigns to interfere with a Minotaur's business, its outrage allows it to step out of normal reality and into The Maze, reappearing anywhere they wish within 100 feet, as long as the new space is closer to their tormentor than their starting space. From there they will often mount an Inescapable Charge with an added free Intimidate check. If they cannot set up a charge, then a full attack action serves as their consolation prize. If more than one enemy attacks them from beyond their reach, they may choose which to go after.
Minotaurs are fighting to defend their territory and to prove their mettle in combat, so they will only flee a fight if they are down to their last 10 or so hit points.
Minotaurs are very smart, and perfectly willing to find good spots for ambush, rather than waiting around in a room for adventurers to show up. They love natural chokepoints in terrain, but are just as at home in areas with open spaces.
Out of Combat
While it is not common knowledge, despite their bovine appearance and bestial nature, most minotaurs are remarkably intelligent, erudite beings and have a keen, limpid understanding of magic, nature, and their neighborhood. As a result, many less-intellectual monstrous races like having Minotaurs around, both for their aggressive territorialism and their ability to correctly answer the most amazing of questions.
There are not many monsters, those intelligences who lack The Spark, that understand that knowledge is power. Those that do grasp that simple concept tend to have minotaurs around, and are far more dangerous for it.
Rewards
XP: 12,800
Treasure: Sellable Goods worth 9,375 gp.
- Weight: 110 lbs. Volume: 4.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |