Sublimitaur (3.5e Monster)
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|Size/Type:||Large Monstrous Humanoid (Psionic)|
|Hit Dice:||8d8+24 (60 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||19 (–1 size, +2 Dexterity, +2 deflection, +6 natural), touch 13, flat-footed — (see text)|
|Attack:||Greataxe +11 melee (3d6+6/x3) or gore +11 melee (1d8+4)|
|Full Attack:||Greataxe +11/+6 melee (3d6+6/x3) and gore +6 melee (1d8+2)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||powerful charge 4d6+6|
|Special Qualities:||Darkvision 120 ft., natural cunning, scent|
|Saves:||Fort +7, Ref +8, Will +6|
|Abilities:||Str 19, Dex 14, Con 16, Int 11, Wis 10, Cha 16|
|Skills:||Decipher Script +4, Intimidate +11, Listen +15, Search +4, Spot +15|
|Feats:||Great Fortitude, Power Attack, Track, DashB|
|Organization:||Solitary, pair, or gang (3–4)|
|Alignment:||Usually chaotic Evil|
|Advancement:||By character class|
A relative of the minotaur, the sublimitaur stands more than 7 feet tall and weighs about 700 pounds. They have the heads and feet of cow-like creatures, and the bodies of powerful humanoids. Their skin ranges from blue to tints of gray to nearly white. A rare few are as dark as coal.
Sublimitaurs speak Giant.
Sublimitaurs prefer melee combat, where their great strength serves them well. If pressed against multiple cunning foes, it will attempt to disorganize them with suggestions and charge in, using its Dash to get into position.
Powerful Charge (Ex): A sublimitaur may charge at an opponent, lowering its head to ram and skewer whatever is in its path. In addition to the normal benefits and hazards of a charge, this allows it to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Sublimitaurs possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, enables them to track enemies and allows them to work through obtuse puzzles. Further, they are never caught flat-footed.