Minotaur of Legend
Large Outsider (Native) — CR 6
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
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
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
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