|
Large Monstrous Humanoid |
Hit Dice:
|
6d8+12 (39 hp) |
Initiative:
|
+0 |
Speed:
|
30 ft. (6 squares) |
Armor Class:
|
14 (-1 size, +5 natural), touch 9, flat-footed - (see text) |
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 |
Organization:
|
Solitary, pair, or gang (3-4) |
Challenge Rating:
|
4 |
Treasure:
|
Standard |
Alignment:
|
Usually chaotic Evil |
Advancement:
|
By character class |
Level Adjustment:
|
+2 |
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs 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.
Minotaur characters possess the following racial traits.
- +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
-Large size. -1 penalty to
Armor Class, -1 penalty on
attack rolls, -4 penalty on
Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those of Medium characters.
-Space/Reach: 10 feet/10 feet.
-A minotaur's base land
speed is 30 feet.
-Racial Hit
Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit
Dice, a base
attack bonus of +6, and base
saving throw bonuses of Fort +2, Ref +5, and Will +5.
-Racial Feats: A minotaur's monstrous humanoid levels give it three feats.
-Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
- +5 natural armor bonus.
-Natural Weapons: Gore (1d8).
-Automatic Languages: Common,
Giant. Bonus Languages:
Orc,
Goblin, Terran.
-Level adjustment +2.
Find topic in: Rules of the Game |
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d20 dragons roleplaying M-N Monsters srd Minotaur Minotaur wizards SRD roleplaying Monsters roleplaying roleplaying wizards Monsters d&d wizards dnd 3.5 Monsters Minotaur 3.5 SRD M-N 3.5 srd M-N wizards dnd d&d dragons Minotaur M-N d20 Monsters Minotaur Monsters |