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Minotaur, Labyrinth

This hulking minotaur's hooves are clad in imposing steel. The massive beast wears a heavy bronze mask that covers most of its face.

Labyrinth Minotaur CR 16

XP 76,800
CE Large outsider (chaotic, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +26

DEFENSE

AC 29, touch 13, flat-footed 29 (+4 Dex, +16 natural, –1 size)
hp 232 (15d10+150)
Fort +19, Ref +9, Will +17
Defensive Abilities natural cunning; Resist fire 20

OFFENSE

Speed 30 ft.
Melee +1 greataxe +26/+21/+16 (3d6+17/19–20/×3), gore +20 (1d8+5) or gore +25 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks bronze mask, powerful charge (gore, 2d8+16), steel-shod hooves, trample (2d6+16, DC 28)

STATISTICS

Str 33, Dex 19, Con 30, Int 17, Wis 26, Cha 14
Base Atk +15; CMB +27 (+31 bull rush); CMD 41 (43 vs. bull rush)
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Critical (greataxe), Intimidating Prowess, Power Attack, Quick Bull Rush
Skills Climb +24, Craft (armor) +21, Craft (weapons) +21, Heal +18, Intimidate +31, Knowledge (engineering) +21, Knowledge (planes) +21, Perception +26, Sense Motive +26, Survival +21
Languages Abyssal, Common, Giant
SQ compression

SPECIAL ABILITIES

Bronze Mask (Su)

A labyrinth minotaur draws agility and ferocity from its bronze mask. When it makes a full-attack action, a labyrinth minotaur wearing its bronze mask can give up its regular attacks and instead make one gore attack or bull rush against each opponent within reach. It must make a separate attack roll against each opponent, and it can't choose to move with targets that are pushed back. A labyrinth minotaur's bronze mask has 40 hit points, hardness 20, and a break DC of 40. If a labyrinth minotaur's bronze mask is stolen or destroyed, it can create a replacement with 1 week of work.

Natural Cunning (Ex)

Like a normal minotaur, a labyrinth minotaur possesses innate cunning and logical ability, granting it immunity to maze spells and preventing it from ever becoming lost. Further, a labyrinth minotaur is never caught flat-footed.

Steel-Shod Hooves (Ex)

A labyrinth minotaur's steel-shod hooves are particularly devastating when used to trample an opponent. A creature that takes full damage from a labyrinth minotaur's trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to that of the labyrinth minotaur's trample ability) reduces the duration of the staggered condition to 1 round.