Minotaur
Minotaur (CR 11)
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.
GENERAL
CR 11 Hit Dice 16
XP 12,800
CE Large Monstrous Humanoid
Init +5; Senses Standard Darkvision 60 ft., Perception +17
DEFENSE
AC 31, touch 20, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
hp 229
Fort +14, Ref +11, Will +11
Aura: -
SR: -
Special Defenses: -
Immunities: Immune to Maze spell, never get lost
Weaknesses: -
OFFENSE
Speed 35 ft.
Space / Reach: 10 ft. / 5 ft.
Single Melee Headbutt +19 (2d8+6/19-20x2)
Full Melee Headbutt +19 (2d8+6/19-20x2), 2x Battleaxe +19 (2d8+6/19-20x2)
Ranged -
Special Attacks Inescapable Charge, Uncanny Dodge
Action Points 0
STATISTICS
Str 23, Dex 20, Con 25, Int 16, Wis 14, Cha 15
Base Atk +11; CMB +17; Maneuver Defense: 27
Feats Mobility (EFFECT: +4 to AC versus attacks of opportunity provoked by movement)
Skills Survival +17
Languages Giant, Boggard
SPECIAL ABILITIES
- Uncanny Dodge
Minotaurs cannot normally be made to be flat-footed, and never lose their DEX bonus to AC. However, feint actions and being Immobilized will cause the Minotaur to be flat-footed as normal.
- Inescapable Charge
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 45 instead of 35. Second, on a successful charge attack, the minotaur deals 6d6 points of damage with its headbutt, instead of its normal headbutt damage. Finally, any creature struck by the minotaur's Inescapable Charge must make a Reflex save, DC 20, 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.
TREASURE
sell value of approximately 6,500 gp
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).
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.