Minotaur
( Monster Manual v.3.5, p. 189)Attributes
| Size: | Large |
|---|---|
| Base speed: | Land 40 |
| Strength: | +8 |
| Intelligence: | −4 |
| Dexterity: | +0 |
| Wisdom: | +0 |
| Constitution: | +4 |
| Charisma: | −2 |
| Level adjustment: | +2 |
| Space: | 10 feet |
| Reach: | 10 feet |
| Natural armor: | +5 |
| Automatic languages: | Common , Giant |
| Bonus Languages: | Goblin , Orc , Terran |
| Racial Hit Dice: | 6d8 (Monstrous humanoid) |
| Racial Base Attack: | +6 |
| Racial Base Saves: | Fort +2, Reflex +5, Will +5 |
Description
Combat
Powerful Charge (Ex): A minotaur can charge and make a single gore attack at his highest attack modifier for 4d6+6 points of damage.
Natural Cunning (Ex): Immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Racial Traits
- Darkvision out to 60 feet.
- Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot.
- Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
- 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.
- Natural Weapons: Gore (1d8).
- Special Attacks (see above): Powerful charge.
- Special Qualities (see above): Natural cunning, scent.
