Minotaur

Minotaurs are a species of beings who are said to have been brought to Atheles from over the sea. They are easily angered and a cunning foe.

They stand over 7 feet tall and weigh about 400 lbs, with a bull-like head and horns that they use to charge and gore their opponents. 

—Creaturi Obscuria

Minotaur

CharacteristicsCV3
StatScore%Speed30’
STR1890HP39
CON1470Dmg Mod+2d6
SIZ25125AV5
INT840ClassBeing
ACU1260TypeHumanoid (Giant)
DEX1050Horror—
SOC945TreasureAverage
  • Attack: Greataxe 75% 2d8+3+dm; Gore 65% 1d8+3+dm; Longbow 65% 1d8+3
  • Skills: Dodge 55%, Grapple 70%, Hide 50%, Listen 65%, Spot 65%, Stealth 50%, Track 65%
  • Special: Powerful Charge, Natural Cunning, Scent, Darkvision 60’
  • Weaknesses: None
  • Habitat: Underground
  • Encounter: Solitary, Pair, or Gang (3–4)

SIZ Note
Large (SIZ 25) = -10% to Hide, Stealth, and Dodge (already applied).

Powerful Charge

A minotaur may use a Full Round Action to charge up to 40’ in a relatively straight line and make a powerful Gore attack against one creature.

Powerful Gore 

The minotaur can gore for 75% 4d6+3+dm, but must move at least 20’ before making the attack.

Natural Cunning

Minotaurs possess an instinctive understanding of direction and complex passages. A minotaur cannot become lost through mundane means and is immune to magical maze effects. Minotaurs are also exceptionally difficult to surprise. They may make an Easy Spot or Listen check to notice an ambush or hidden threat.

Scent

A minotaur can smell creatures within 30’, even if they are hidden or invisible. It may make an Easy Spot check to detect nearby creatures by scent.

Darkvision

A minotaur can see in extremely dim conditions out to 60’, requiring only the faintest source of light to see.

Track

Minotaurs are adept at following trails using both instinct and their exceptional sense of smell. They have Track 65%.