Advanced Minotaurs
I will be posting a group of advanced minotaurs over the next couple of weeks. I am for a game I hope to run in the fall.
Some of the info in the block might not make sense... this relates to my house rules.
Minotaur Guardian
| CR: | 6 |
|---|---|
| Hit Dice: | 15 + 2 + 6x5 + 2x8 (63 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Defense: | +4, touch: -1, flat-footed: — (see text) |
| Protection | 5 |
| BAB / Grapple: | +8 / +17 |
| Attack: | Glaive +13 melee (2d8+7/x3, crit 52) or gore +12 melee (1d8+6, crit 21) |
| Full Attack: | Glaive +13 melee (2d8+7/x3, crit 52) and gore +7 melee (1d8+4, crit 18) |
| Space / Reach: | 10 ft./10 ft. |
| Special Attacks: | Powerful charge 4d6+7, crit 47 |
| Special Qualities: | Darkvision 60 ft., natural cunning, scent |
| Saves: | Fort +9, Ref +5, Will +5 |
| Abilities: | Str 20, Dex 10, Con 15, Int 7, Wis 10, Cha 8 |
| Skills: |
Persuasion +2, Prowess +7, Notice +7, Wilderness Lore +10 Speak: Minotaur 4, Common 2 Write: Minotaur 3 |
| Feats: | Great Fortitude, Power Attack, Powerful Charger, Shorten Grip Track |
| Treasure: |
|
Alternate Attacks
- Powerful Charge:
- Charge +16 attack bonus that deals 4d6+7 points of damage (crit 47), gains +2d6 from Powerful Charger (crit 65).
- Thurnderstones (3):
- Ranged Touch +8 vs AC 5 (square), range 20 ft. DC 15 Fortitude save or deafened for 1 hour. -4 initiative, 20% spell fail for verbal spells
Attack Modifiers
- Shorten Grip:
- You may attack adjacent foes with reach weapons a -2 penalty to the attack roll.
- Powerful Charger:
- If a minotaur guardian hits on a charge attack, they gain a +2d6 bonus to damage.
Attack Options
- Power Attack:
- Take up to a -8 penalty on the attack roll to gain a bonus equal to twice that to damage.
Additional Abilities
- Natural Cunning:
- Immunity to maze spells, never lost, never flat-footed.
- Darkvision:
- Can see in complete darkness out to 60 feet.
- Scent:
- Track foes by scent
