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Hosted by 12 To Midnight.
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Hit Dice: 6d8+12 plus 3d8+6, hp 58
Massive Damage Threshold: 15
Speed: 30 ft.
Defense: 16, touch 11, flat-footed 16 (-1 size, +2 class, +5 natural)
Base Attack/Grapple: +10/+18
Attack: +13 melee (3d6+9, chain saw)
Full Attack: +13/_+8 melee (3d6+7, chain saw), +8 melee (1d8+4, gore), or +13/+8 melee (1d4+7, slam), +8 melee (1d8+4, gore), or +8 ranged
Fighting Space/Reach: 10 ft. by 10 ft./10 ft.
Special Qualities: charge 4d6+7, scent, natural cunning, darkvision 60 ft.
Saves: Fort +8, Ref +6, Will +6
Action Points: 1
Allegiances: chaos, evil
Abilities: Str 20, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Talents (Strong Hero): Melee smash, improved melee smash
Possessions: Chain saw, bloodstained smock
Challenge Rating: 7
Advancement: By character class
Minotaurs have the following traits:
Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.
Scent (Ex): This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.
Automatic Language: Minotaurs speak (but neither read nor write) Giant or one other language.