3e SRD:Minotaur
Minotaur
Size/Type: | Large Monstrous Humanoid |
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Hit Dice: | 6d8+12 (39 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 14 (-1 size, +5 natural) |
Attacks: | Huge greataxe +9/+4 melee, gore +4 melee |
Damage: | Huge greataxe 2d8+6, gore 1d8+2 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | Charge 4d6+6 |
Special Qualities: | Scent, natural cunning |
Saves: | Fort +6, Ref +5, Will +5 |
Abilities: | Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 |
Skills: | Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8 |
Feats: | Great Fortitude, Power Attack |
Climate/Terrain: | Any underground |
Organization: | Solitary or gang (2-4) |
Challenge Rating: | 4 |
Treasure: | Standard |
Alignment: | Usually chaotic evil |
Advancement: | By character class |
Minotaurs speak Giant.
Combat
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 that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.
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