Faerzress-infused Minotaur
Large Monstrous Humanoid — CR 5
- Hit Dice
- 6d8+12 (39 hp)
- Initiative
- +0
- Speed
- 30 ft, 30 ft.
- Armor Class
- 16, touch 11, flat-footed 16
- Base Attack / Grapple
- +6/+14
- Attack
- Greataxe +11 melee (2d8+8/x3), or gore +11 melee (1d8+6) Full Attack: Greataxe +11/+6 melee (2d8+8/x3) and gore +6 melee (1d8+4) (In areas without faerzress, reduce AC, attack rolls, and damage rolls by 2 points each.)
- STR
- 19
- DEX
- 10
- CON
- 15
- INT
- 7
- WIS
- 10
- CHA
- 8
- Fort / Ref / Will
- +6 / +5 / +5
- Challenge Rating
- 5
- Alignment
- Usually chaotic evil
- Level Adjustment
- +3
Special Abilities
Infused powerpowerful charge 4d6+8
Feats
Faerzress-infused Minotaur* (CR 5)
Large Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +7, and Spot +7
Hit Dice: 6d8+12 (39 hp)
Fort +6, Ref +5, Will +5 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Greataxe +11 melee (2d8+8/x3), or gore +11 melee (1d8+6)
Full Attack: Greataxe +11/+6 melee (2d8+8/x3) and gore +6 melee (1d8+4) (In areas without faerzress, reduce AC, attack rolls, and damage rolls by 2 points each.)
Damage: -
Special Attacks/Actions: Infused power, powerful charge 4d6+8 Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Special Qualities: detect faerzress, natural cunning
Feats: Great Fortitude; Power Attack; Track
Skills: Intimidate +2, Listen +7, Search +2, and Spot +7
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard
Description
Faerzress-infused Minotaur* (CR 5)
Large Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +7, and Spot +7
Hit Dice: 6d8+12 (39 hp)
Fort +6, Ref +5, Will +5 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Greataxe +11 melee (2d8+8/x3), or gore +11 melee (1d8+6)
Full Attack: Greataxe +11/+6 melee (2d8+8/x3) and gore +6 melee (1d8+4) (In areas without faerzress, reduce AC, attack rolls, and damage rolls by 2 points each.)
Damage: -
Special Attacks/Actions: Infused power, powerful charge 4d6+8 Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Special Qualities: detect faerzress, natural cunning
Feats: Great Fortitude; Power Attack; Track
Skills: Intimidate +2, Listen +7, Search +2, and Spot +7
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard
Combat
Faerzress-infused Minotaur* (CR 5)
Large Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +7, and Spot +7
Hit Dice: 6d8+12 (39 hp)
Fort +6, Ref +5, Will +5 Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Greataxe +11 melee (2d8+8/x3), or gore +11 melee (1d8+6)
Full Attack: Greataxe +11/+6 melee (2d8+8/x3) and gore +6 melee (1d8+4) (In areas without faerzress, reduce AC, attack rolls, and damage rolls by 2 points each.)
Damage: -
Special Attacks/Actions: Infused power, powerful charge 4d6+8 Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Special Qualities: detect faerzress, natural cunning
Feats: Great Fortitude; Power Attack; Track
Skills: Intimidate +2, Listen +7, Search +2, and Spot +7
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard