Minotaur
RL 6 Playable RaceEnvironment: Underground | Type: Humanoids, Monstrous
π Full Creature / NPC Stat Block(s)
Rules of Legend d20 Format
Adult (Minotaur): CL 5; XP 900; L Monstrous Humanoid (Mammalian); RL 6; HP 104, SP 62, PP 22; Init +3; Spd 6 (Climb ×4 MP) (Swim ×4 MP); DeCa/p 16/15 (crit +25), Fort 22, Ref 14, Will 15; DR 5; AP 16; Atk Arm Sz -2, AP 6, Rch 0-2, +1 (d3+6 B SP); Atk Gore Sz -1, AP 7, Rch 0-2, +5 (d10+6 P HP); Grp AP 9, Rch 0-2, +1/+10; Spc 2x2 sq; SS Darkvision 12; SA 2H/charge AP damage bonus Γ1.5, Mounted charge Minor, Fast reflexes Lesser, +1 reactions/r, Impr charge dmg / Dmg: 4d6+6 P HP, Cleave lesser / Req: Weapon==WpAxe, Impr sunder / Req: Weapon==WpAxe, Impr sunder / Req: Weapon==WpClb, Cleave lesser / Req: Weapon==WpHvB, Impr sunder / Req: Weapon==WpHvB, Manyshot (2) / Req: Weapon==WpBow, Impr grapple, Impr bull rush, Impr overrun, Impr disarm, Impr sunder; SD Fear res +1, Trap res +2, Dodge Lesser, 0 DeC / T: mount, Fear res 1 / T: Allies within 12 sq, Charm res 1 / T: Allies within 12 sq; SQ +1 skill init / T: Allies within 12 sq, Combat reflexes; AL Usually CE; Str 18, Con 14, Dex 10, Int 6, Wis 10, Cha 8.
Skills: Athletics 7, Crafting 3, Perception 7, Riding 3, Survival 7, Weapons - Natural 3, Weapons - Brawling 7, Weapons - Generic 7, Weapons - Axes 7, Weapons - Clubs 7, Weapons - Heavy Blades 7, Weapons - Light Blades 3, Weapons - Shields 3, Weapons - Bows 7, Armor - Medium 7, Armor - Heavy 7, Combat Instincts 7, Damage Reduction 3, Danger Sense 7, Warfare 3, Fighting Style - Power Attack 7, Fighting Style - Precision 7, Fighting Style - Trickery 3.
Skills: Athletics 7, Crafting 3, Perception 7, Riding 3, Survival 7, Weapons - Natural 3, Weapons - Brawling 7, Weapons - Generic 7, Weapons - Axes 7, Weapons - Clubs 7, Weapons - Heavy Blades 7, Weapons - Light Blades 3, Weapons - Shields 3, Weapons - Bows 7, Armor - Medium 7, Armor - Heavy 7, Combat Instincts 7, Damage Reduction 3, Danger Sense 7, Warfare 3, Fighting Style - Power Attack 7, Fighting Style - Precision 7, Fighting Style - Trickery 3.
Base Species Characteristics
Size Class 1Racial Ability Adjustments
STR
+8
CON
+4
DEX
+0
INT
-4
WIS
+0
CHA
-2
Natural Attacks
2 Arm { } 2 Leg { } Gore { AttMod=StrMod; Dmg=d10+StrMod P HP; }
Racial Traits & Special Abilities
Sns { Qual=Darkvision; Value=12; } Attack { Qual=ImprChargeDmg; Dmg=4d6+6 P HP; } SklMod { Qual=Perception; Type=racial; Value=+4; } SklMod { Qual=Danger Sense; Type=racial; Value=+4; } SpdType { Qual=Climb; Value=4; }
Organization:
Solitary, pair, or gang (3-4)