User:Ganteka Future/Medium Minotaurs

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Minotaur, Medium[edit]

Medium Minotaur (Brayden Brown) CYAN
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8+12 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dexterity, +5 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+9
Attack: Greataxe +9 melee (2d6+4/x3) or gore +9 melee (1d6+3)
Full Attack: Greataxe +9/+4 melee (2d6+4/x3) and gore +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: powerful charge 3d6+4
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Feats: Great Fortitude, Power Attack, Track
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment:
Hornless Shotgun Minotaur (Gabriella Brown) ORANGE
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8+12 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dexterity, +5 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+9
Attack: Shotgun +8 ranged (2d6+4/×3)
Full Attack: Shotgun +8/+3 melee (2d6+4/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: 30' range, –2 attack/damage at ranges, shoot in melee just fine, 19-20×3 within 10 ft., 18-20×3 point blank
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Feats: Learned Weapon Proficiency, Shotgun Surgeon, Brutal Shooter
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment:
Wheelshoes Elite Minotaur (Brooklyn Brown) PINK
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8+12 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares); 50 ft. in wheelshoes
Armor Class: 17 (+2 Dexterity, +5 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+10
Attack: Great staff +9 melee (2d4+6/×2) or gore +9 melee (1d6+4)
Full Attack: Great staff +9/+4 melee (2d4+6/×2) and gore +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: powerful charge 3d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 18, Dex 15, Con 14, Int 10, Wis 8, Cha 13
Skills: Balance +11, Listen +8, Search +3, Spot +3
Feats: Great Fortitude, Hot on Wheelshoes, Track
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment:
Medium Minotaur Elite (Adrian Brown) RED
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8+24 (72 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dexterity, +5 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+11
Attack: Greataxe +9 melee (2d6+4/x3) or gore +9 melee (1d6+3)
Full Attack: Greataxe +9/+4 melee (2d6+4/x3) and gore +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: powerful charge 3d6+4
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 21, Dex 12, Con 18, Int 6, Wis 12, Cha 6
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Feats: Great Fortitude, Power Attack, Track
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment:


Minotaurs speak Giant.

Combat[edit]

Minotaurs prefer melee combat, where their great strength serves them well.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 3d6+4 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.