Challenge Rating: 4

Size: Large

Type: Monstrous Humanoid

Initiative: +0



Hit Points: 39 (6HD)

Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed

Saves: Fort +6 Ref +5 Will +5

Weaknesses: –



Speed: 30ft

Base Attack: +6

Melee: Greataxe +9/+4 melee (3d6+6/×3) and gore +4 melee (1d8+2)

Special Attacks: Powerful charge 4d6+6

Sanity Effects: –



Abilities: STR 19, DEX 10, CON 15, INT 7, WIS 10, CHA 8

Skills: Acrobatics +0, Athletics +4,  Awareness +4, Endurance +2, Knowledge -4, Persuasion -2, Spellcraft +0, Survival +0, Thievery +0

Talents: Great Fortitude, Track

Special Qualities: Darkvision 60 ft., natural cunning, scent


Environment: Underground

Organization: Solitary, pair, or gang (3-4)

Treasure: Standard


Powerful Charge

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

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.

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