Minotaur

Minotaur

Hit Die: d12
Classes: Barbarian, Fighter, Cleric, Druid, Sorcerer, Wizard, Ranger
Prestige Classes: Arcane Archer, Dwarven Defender, Eldritch Knight, Horizon Walker, Loremaster

  • Str+2, Dex+2, Con+4, Int+2, Wis+2
  • Natural AC bonus: +4
  • Movement: 40ft, Heavy armor doesn’t impede movement
  • low-light 60ft, superior dark vision: 120ft
  • At 1st level, you can obtain an extra feat.
  • Track feat.
  • Scent.
  • Lifespan:
    - 0 – 150 Young
    - 150 – 400 Adult
    - 400 – 500+ Elder
  • Racial bonus: +4 to Listen, Search, Spot.
  • Languages (freebies unless otherwise): Common & Giant
  • Charge (Ex): Use horns for single gore attack, 4d6 + Str modifer.
  • Natural Cunning: Immune to Maze spells.
  • True seeing: @2nd lvl – 1/day, @8th lvl – 2/day, @12th – 3/day.
    - Duration equal to his/her level/round.
  • Dungeon Mastery (Ex): 1/day: When a minotaur enters a dungeon, he can activate his/her “sixth sense” Dungeon Mastery ability to get the layout of the dungeon. This does NOT mean where the locations of traps and/or monsters within the dungeon. Just a map of the dungeon.
    - @ 1st lvl – 1 round get a vague imprint of the layout of the dungeon.
    - @ 8th lvl – 5 rounds (30 seconds), a better imprint of the layout of the dungeon.
    - @ 12th lvl – 10 rounds (1 minute), a better imprint of the layout of the dungeon.
    - @ 16th lvl – knows the entire layout of the dungeon & 50% chance of knowing the general location of 1 item you’re looking for.
  • Favored weapon (proficient w/ weapon no matter what class unless stated otherwise): Greataxe (d12, x3)

Minotaur

JJ's Bazaar Adventure Kamunari