Minotaur

  • +4 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
  • +1 Strength per level to a maximum of +8 Strength
  • Large size: As a large creature a minotaur has a -1 penalty to armour class, a -1 penalty on attack rolls, a -4 penalty on Hide checks, a +4 bonus on grapple checks, space/reach of 10 ft, and lifting and carrying limits double those of medium characters.
  • A minotaur’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
  • +1 natural armor bonus rising by +1 per level to a maximum of +5
  • Natural Weapons: Gore (1d8).
  • 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 that deals 2d8 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.
  • Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
  • Favored Class: Barbarian.
  • Level adjustment +2.