Minotaur, Barbarian 5; CR: 8; XP: 4,800; Minotaur barbarian 5 Align: CE; Large monstrous humanoid
Init: +0; Senses: darkvision 60 ft.; Perception +10
DEFENSE: AC: 21; TAC: 9; FFAC: 21; HD: 6d10+12 + 5d12+10; HP: 90; Saves: For: +11, Ref: +7, Will: +7; Defensive Abilities: natural cunning
OFFENSE: Speed: 40 ft.; Melee: masterwork greataxe +17/+12 (3d6+7/x3) and gore +10 (1d6+3); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: powerful charge (gore +11, 2d6+6), rage (14/day, intimidating glare, quick reflexes)
Statistics: Str: 20; Dex: 10; Con: 15; Int: 7; Wis: 10; Cha: 8; BAB: +11; CMB: +17; CMD: 27
Feats: Great Fortitude, Improved Bull Rush, Power Attack, Intimidating Prowess, Weapon Focus (greataxe), Greater Bull Rush
Skills: Intimidate (Ch) +15, Perception (W) +15, Stealth (D) +2, Survival (W) +15; Racial Modifiers: +4 Perception, +4 Survival
Special Qualities: fast movement, rage (10 rds/day), rage powers (intimidating glare, quick reflexes (more than one attack of opportunity per round)), uncanny dodge, trap sense 1, improved uncanny dodge
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 (masterwork greataxe, +1 breastplate, +1 cloak of resistance, masterwork heavy wooden shield, other treasure), 312 gp