Chaos Chihuahuas and Minitaurs

Chaos Chihuahua

Abyssal soup dogs first encountered in the back alleys of the City of Brass in the Elemental Chaos. They eventually spread to other warm places and have become a favorite pet of succubi concubines, considered a tasty treat by red dragons and kept in fireplaces as odd familiars by a few cloistered mages.

Chaos Chihuahua Level 1 Minion

small elemental beast (fire)

Initiative +0 Senses Perception +0

Fire Shield (Fire) aura 1; any creature that enters or begins its turn

in the aura takes 2 fire damage.

HP 1; a missed attack never damages a minion.

AC 12; Fortitude 12, Reflex 11, Will 8

Speed 5

Ankle Bite (standard; at-will) ✦ Fire

+4 vs. AC; 1 damage plus 3 fire damage.

Stoopid Fury (free, when master is attacked; encounter)

The Chaos Chihuahua makes an ankle bite attack with a +2

bonus to the attack roll and deals an extra 2 damage on a hit.

Alignment Unaligned Languages None

Str 10 (+0) Dex 10 (+0) Wis 10 (+0)

Con 12 (+1) Int 3⁄4 Cha 11 (+0)

Minitaur

Minitaurs are a peaceful race of primitive nomads that flee at the first sign of danger. They have very little sense of individuality and exist as scattered small herds of females and young led by a single dominant bull.

Minitaur Lore

A character knows the following information about minitaurs with a successful Nature check.

DC 15: Young bulls are driven off by the dominant male and form small bands for protection and to collect gnoll ears.

DC 20: Minitaurs fear thunder storms and horses.

Young Minitaur Bull Level 2 Minion

Small natural humanoid XP 31

Initiative +3 Senses Perception +5

HP 1; a missed attack never damages a minion.

AC 14; Fortitude 12, Reflex 14, Will 14

Speed 7

M Horns (standard; at-will)

+7 vs. AC; 4 damage.

M Goring Charge (standard; at-will)

The minitaur makes a charge attack: +8 vs. AC; 5 damage.

Combat Advantage

The minitaur deals an extra 2 points of damage against any target it

has combat advantage against.

Alignment Any Languages Primordial, one other

Skills Nature +7, Stealth +10

Str 11 (+1) Dex 15 (+3) Wis 9 (+0)

Con 10 (+1) Int 10 (+1) Cha 14 (+3)

Equipment waterskin

Minitaur Tactics

Young minitaur bulls attempt to flank opponents to gain combat advantage.

Minitaur Bull Level 7 Skirmisher

Small natural humanoid XP 300

Initiative +9 Senses Perception +9

HP 80; Bloodied 40

AC 21; Fortitude 18, Reflex 19, Will 19

Speed 7

M Horns (standard; at-will)

+12 vs. AC; 1d6 + 4 damage.

M Goring Charge (standard; at-will)

The minitaur makes a charge attack: +12 vs. AC; 1d6 + 4 damage.

M Feint (move; at-will)

+10 vs. Reflex; the minitaur gains combat advantage against the

target (see below).

Combat Advantage

The minitaur deals an extra 2d6 damage against any target it

has combat advantage against.

Alignment Any Languages Primordial, one other

Skills Bluff +12, Nature +9, Stealth +12

Str 12 (+4) Dex 18 (+7) Wis 12 (+4)

Con 16 (+6) Int 10 (+3) Cha 18 (+7)

Equipment gnoll leather armor, waterskin, bag of gnoll ears

Minitaur Tactics

The minitaur uses feint to gain combat advantage against its target and then attacks with its horns

More Monsters!

Rune Sloth of the Apocalypse - they have a speed of 2 and are on page pg 255 of the Monster Manual

All-devouring Storm Pony - pg 105 of the Monster Manual

Gelatinous Sewer Goblin - pg 202 of the Monster Manual

Vampire Snail - very slow ineffective monster - pg 248 of the Monster Manual (a flightless stirge)