Minotaur

Level Adjustment: +5.

Racial Traits

  • +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A minotaur’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Minotaurs have a +4 racial bonus on Listen, Search, and Spot checks.
  • Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
  • +5 natural armor bonus.
  • Natural Weapons: Gore (1d8 plus ½ Str mod).
  • Special Attacks: Powerful charge.
  • Special Qualities: Natural cunning, scent.
  • Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
  • Favored Class: Barbarian.

Special Qualities

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 at its highest attack bonus that deals 4d6+(1 ½ Str mod) 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.

Alternate Level Adjustment Options

Effective Character Level: 6 + class levels.

Level Adjustment: +4.

  • Racial Hit Dice: A minotaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 5 * (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot.
  • Racial Feats: A minotaur’s monstrous humanoid levels give it two feats.

Effective Character Level: 7 + class levels.

Level Adjustment: +3.

  • Racial Hit Dice: A minotaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 7 * (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot.
  • Racial Feats: A minotaur’s monstrous humanoid levels give it two feats.

Effective Character Level: 8 + class levels.

Level Adjustment: +2.

  • Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 * (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot.
  • Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.