Minotaur

Large Monstrous Humanoid — CR 4

Monster Manual v.3.5 (MM), p. 1883.5
Hit Dice
6d8+12 (39 hp)
Initiative
+0
Speed
Land 30 ft
Armor Class
14, touch 9, flat-footed 14
Base Attack / Grapple
+6/+14
Attack
Greataxe +9 melee (3d6+6/×3) or gore +9 melee (1d8+4)
Full Attack
Greataxe +9/+4 melee (3d6+6/×3) and gore +4 melee (1d8+2)
STR
20
DEX
10
CON
15
INT
7
WIS
10
CHA
8
Fort / Ref / Will
+6 / +5 / +5
Challenge Rating
4
Alignment
Usually Chaotic-Evil
Organization
Solitary, pair, or gang (3–4)
Treasure
Standard
Environment
Undergrounds
Level Adjustment
+2

Special Abilities

Powerful ChargeDarkvisionNatural CunningScent

Feats

The creature looks like an incredibly tall, powerfully muscled human, covered in shaggy fur, with the head of a bull. The dark eyes of the brute gleam with savage fury.

Description

Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths.

A minotaur’s natural cunning and feral instincts enable it to find its way easily through even the most confusing tunnel complexes—an ability it puts to great use in hunting, tormenting, and ultimately destroying intruders.

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

Minotaurs speak Giant.

Combat

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.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.