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    Minotaur

    With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.

    Longer Description from Classic Monsters Revisited:

    The glazed bovine eyes of this bull-headed humanoid betray a feral cunning. With the torso of a muscular human, this beast is covered with thick, shaggy fur from the waist down. Its gnarled and callused hands grip the haft of a massive axe, the edge stained from the blood of its previous victims. With a furious snort and a stamp of its hooves, it lowers its deadly horns.

    Minotaur CR 4

    XP 1,200
    CE Large monstrous humanoid
    Init +0; Senses darkvision 60 ft.; Perception +10

    DEFENSE

    AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
    hp 45 (6d10+12)
    Fort +6, Ref +5, Will +5
    Defensive Abilities natural cunning

    OFFENSE

    Speed 30 ft.
    Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2)
    Space 10 ft.; Reach 10 ft.
    Special Attacks powerful charge (gore +11, 2d6+6)

    TACTICS

    Before Combat Minotaurs prefer to lure their prey into confusing terrain, such as a maze, sewer, or tunnel system, before setting up an ambush. If possible, they stalk their prey for days before finally committing to battle.

    During Combat Minotaurs typically begin combat by charging the most threatening opponent. They follow this up with devastating swings of their greataxes, using Power Attack if they are hitting easily.

    Morale Out in the open, a minotaur attempts to flee from combat if reduced to 10 hp. If in a maze or other controlled territory, most minotaurs fight to the death.

    STATISTICS

    Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
    Base Atk +6; CMB +11; CMD 21
    Feats Great Fortitude, Improved Bull Rush, Power Attack
    Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
    Languages Giant

    SPECIAL ABILITIES

    Natural Cunning (Ex)

    Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

    Racial Weapon: Minotaur Double Crossbow

    Minotaurs have a love of complicated things, and the double crossbow is one of their favorites. This heavy weapon fires a pair of iron-tipped bolts with deadly accuracy. Due to its size and weight, however, non-proficient wielders suffer a –8 penalty on their attack rolls. Even proficient wielders take a –2 penalty on their attack rolls. If the attack is successful, the target takes the listed damage twice, although critical hits and precision-based damage are only applied to one of the bolts.

    Reloading a double crossbow takes 2 standard actions (one for each bolt), although the Rapid Reload feat reduces this to 2 move actions (meaning that it can be accomplished in 1 round).

    If you'd like to equip a minotaur with one of these, add a "Ranged" line to the Offense section of the Minotaur like the following (assuming as a racial weapon no additional proficiency feats are required for a minotaur wielder):

    Ranged minotaur double crossbow +4 (4d8 19–20/x2 [critical to 2d8 damage only])

    Source Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.