Minotaur; CR: 4; XP: 1,200; Align: CE; Large monstrous humanoid
Init: +0; Senses: darkvision 60 ft.; Perception +10
DEFENSE: AC: 14; TAC: 9; FFAC: 14; HD: 6d10+12; HP: 45; Saves: For: +6, Ref: +5, Will: +5; Defensive Abilities: natural cunning
OFFENSE: Speed: 30 ft.; Melee: greataxe +9/+4 (3d6+6/x3) and gore +4 (1d6+2); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: powerful charge (gore +11, 2d6+6)
Statistics: Str: 19; Dex: 10; Con: 15; Int: 7; Wis: 10; Cha: 8; BAB: +6; CMB: +11; CMD: 21
Feats: Great Fortitude, Improved Bull Rush, Power Attack
Skills: Intimidate (Ch) +5, Perception (W) +10, Stealth (D) +2, Survival (W) +10; Racial Modifiers: +4 Perception, +4 Survival
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 being lost. Further, they are never caught flat-footed.
Languages: Giant
Organization: solitary, pair, or gang (3-4),
Treasure: standard (greataxe, other treasure), 1,150gp