Minotaur of Legend

Large Outsider (Native) — CR 6

Realmshelps (RH)Updated 3.5

Minotaur of Legend is a D&D 3.5 monster from RH. CR 6, HD 6d8+42 (69 hp).

Hit Dice
6d8+42 (69 hp)
Initiative
+7
Speed
40 ft, 40 ft., fly 30 ft. (poor)
Armor Class
22, touch 12, flat-footed 22
Base Attack / Grapple
+6/+6
Attack
Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee Full Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
STR
29
DEX
16
CON
25
INT
9
WIS
12
CHA
10
Fort / Ref / Will
+14 / +11 / +9
Challenge Rating
6
Alignment
Usually chaotic evil
Level Adjustment
+7

Special Abilities

DR 10/magicBreath weapon (15-ft. cone of fire)charge 4d6+13

Feats

Minotaur of Legend* (CR 6)

Large Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +8, and Spot +8

AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 22
Hit Dice: 6d8+42 (69 hp); DR: 10/magic
Fort +14, Ref +11, Will +9 Speed: 40 ft., fly 30 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Full Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Damage: Gore 1d8+13 (primary), Huge greataxe 2d8+13/x3, gore 1d8+4 (secondary)
Special Attacks/Actions: Breath weapon (15-ft. cone of fire), charge 4d6+13 Abilities: Str 29, Dex 16, Con 25, Int 9, Wis 12, Cha 10
Special Qualities: immunities, natural cunning, outsider traits
Feats: Great Fortitude; Improved Initiative; Multiattack; Power Attack; Track
Skills: Intimidate +3, Listen +8, Search +3, and Spot +8
Advancement: By character class
Level Adjustment: +7 Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Double standard

Description

Minotaur of Legend* (CR 6)

Large Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +8, and Spot +8

AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 22
Hit Dice: 6d8+42 (69 hp); DR: 10/magic
Fort +14, Ref +11, Will +9 Speed: 40 ft., fly 30 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Full Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Damage: Gore 1d8+13 (primary), Huge greataxe 2d8+13/x3, gore 1d8+4 (secondary)
Special Attacks/Actions: Breath weapon (15-ft. cone of fire), charge 4d6+13 Abilities: Str 29, Dex 16, Con 25, Int 9, Wis 12, Cha 10
Special Qualities: immunities, natural cunning, outsider traits
Feats: Great Fortitude; Improved Initiative; Multiattack; Power Attack; Track
Skills: Intimidate +3, Listen +8, Search +3, and Spot +8
Advancement: By character class
Level Adjustment: +7 Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Double standard

Combat

Minotaur of Legend* (CR 6)

Large Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +8, and Spot +8

AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 22
Hit Dice: 6d8+42 (69 hp); DR: 10/magic
Fort +14, Ref +11, Will +9 Speed: 40 ft., fly 30 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Full Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Damage: Gore 1d8+13 (primary), Huge greataxe 2d8+13/x3, gore 1d8+4 (secondary)
Special Attacks/Actions: Breath weapon (15-ft. cone of fire), charge 4d6+13 Abilities: Str 29, Dex 16, Con 25, Int 9, Wis 12, Cha 10
Special Qualities: immunities, natural cunning, outsider traits
Feats: Great Fortitude; Improved Initiative; Multiattack; Power Attack; Track
Skills: Intimidate +3, Listen +8, Search +3, and Spot +8
Advancement: By character class
Level Adjustment: +7 Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Double standard