Faerzress-infused Minotaur

Large Monstrous Humanoid — CR 5

Realmshelps (RH)3.5
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

AC: 16 (-1 size, +2 deflection, +5 natural), touch 11, flat-footed 16
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

AC: 16 (-1 size, +2 deflection, +5 natural), touch 11, flat-footed 16
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

AC: 16 (-1 size, +2 deflection, +5 natural), touch 11, flat-footed 16
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