Minotaur NPCs [Level 2]
Minotaur Battle Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +5
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 11, Will 15
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the minotaur cleric’s next turn.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +7 vs. AC; 1d12 + 4 thunder damage, and the target is dazed until the end of the minotaur cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +7 vs. AC; 2d12 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The minotaur cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The minotaur cleric gains a +1 bonus to the minotaur cleric’s next attack roll or saving throw before the end of the minotaur
cleric’s next turn.
- Ferocity
- If the minotaur cleric is reduced to 0 hit points, the minotaur cleric can make a melee basic attack as a free action before
falling unconscious.
Skills Heal +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 14 (+3);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +6
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 11, Will 16
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 2 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d8 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the minotaur cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the minotaur cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the minotaur cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The minotaur cleric or one creature touched by the minotaur cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The minotaur cleric gains a +1 bonus to the minotaur cleric’s next attack roll or saving throw before the end of the minotaur
cleric’s next turn.
- Ferocity
- If the minotaur cleric is reduced to 0 hit points, the minotaur cleric can make a melee basic attack as a free action before
falling unconscious.
Skills Heal +9, Religion +6
Str 15 (+3); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +4
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 17, Reflex 12, Will 12
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6). Miss: 4 damage.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +7 vs. AC; 4d6 + 4 damage (crit 28 + 2d6), and the target is slowed and cannot shift until end of the minotaur fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +7 vs. AC; 6d6 + 4 damage (crit 40 + 2d6). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The minotaur fighter gains 2d6 + 3 temporary hit points.
- Ferocity
- If the minotaur fighter is reduced to 0 hit points, the minotaur fighter can make a melee basic attack as a free action before
falling unconscious.
- Combat Challenge
- Every time the minotaur fighter attacks an enemy, the minotaur fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the minotaur fighter’s next turn. If the marked creature makes an attack that doesn’t include
the minotaur fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the minotaur fighter and shifts or makes an attack that does not include the minotaur fighter, the minotaur fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +10, Intimidate +6
Str 18 (+5); Dex 13 (+2); Wis 12 (+2);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +4
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 20; Fortitude 17, Reflex 15, Will 12
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+8 vs. AC; 1d10 + 4 damage, and the target is pushed 1 square if it is the minotaur fighter’s size, smaller than the minotaur
fighter, or one size category larger. The minotaur fighter can shift into the space that the target occupied.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +8 vs. AC; 2d10 + 4 damage, and the minotaur fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The minotaur fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the minotaur fighter.
- Ferocity
- If the minotaur fighter is reduced to 0 hit points, the minotaur fighter can make a melee basic attack as a free action before
falling unconscious.
- Combat Challenge
- Every time the minotaur fighter attacks an enemy, the minotaur fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the minotaur fighter’s next turn. If the marked creature makes an attack that doesn’t include
the minotaur fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the minotaur fighter and shifts or makes an attack that does not include the minotaur fighter, the minotaur fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +6
Str 18 (+5); Dex 14 (+3); Wis 12 (+2);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 19; Fortitude 16, Reflex 12, Will 14
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +8 vs. AC; 1d12 + 4 radiant damage. If the minotaur paladin has marked the target, the minotaur paladin gains a +1 bonus to
the damage roll.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +8 vs. AC; 2d12 + 5 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d12 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the minotaur paladin and allies within
it a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The minotaur paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
minotaur paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 5 radiant damage. The minotaur paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the minotaur paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The minotaur paladin spends a healing surge but regains no hit points. Instead, one creature touched by the minotaur paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- Ferocity
- If the minotaur paladin is reduced to 0 hit points, the minotaur paladin can make a melee basic attack as a free action before
falling unconscious.
Skills Intimidate +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 21; Fortitude 15, Reflex 14, Will 15
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d8 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and the minotaur paladin gains 1 temporary hit points.
- ○ [M] Goring Charge (standard)
- +6 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 3 damage. Hit or Miss: Until the end of the minotaur paladin’s next turn, one ally within 5 squares
of the minotaur paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the minotaur paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The minotaur paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
minotaur paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 6 radiant damage. The minotaur paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the minotaur paladin challenges another target. Divine Challenge can only be
used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The minotaur paladin spends a healing surge but regains no hit points. Instead, one creature touched by the minotaur paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The minotaur paladin is hit by the attack instead.
- Ferocity
- If the minotaur paladin is reduced to 0 hit points, the minotaur paladin can make a melee basic attack as a free action before
falling unconscious.
Skills Intimidate +9, Religion +6
Str 16 (+4); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +9
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 12
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d12 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +7/+7 vs. AC; 1d10 damage (main)/1d8
damage (off-hand).
Oversized Longbow: Ranged 20/40; +6 vs. AC (twice); 1d12 damage.
- ○ [M] Goring Charge (standard)
- +6 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The minotaur ranger can shift 2 squares either before or after the attack.
Oversized Longsword: +7 vs. AC; 2d10
+ 3 damage.
Oversized Longbow: Ranged 20/40; +6 vs. AC; 2d12 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d12 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The minotaur ranger can designate the nearest visible enemy as the minotaur ranger’s quarry. Once per round when hitting this
quarry, the minotaur ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the minotaur ranger designates a different target as the quarry. The minotaur ranger can only designate one enemy as quarry
at a time.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the minotaur ranger with a melee attack.
The minotaur ranger can shift 1 square. The minotaur ranger gains a +2 power bonus to all defenses until the end of the minotaur
ranger’s next turn.
- Ferocity
- If the minotaur ranger is reduced to 0 hit points, the minotaur ranger can make a melee basic attack as a free action before
falling unconscious.
- Archer Fighting Style
- The minotaur ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The minotaur ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +9, Stealth +8
Str 16 (+4); Dex 16 (+4); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +9
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 12
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d12 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +8/+8 vs. AC; 1d10 damage (main)/1d10
damage (off-hand).
Oversized Longbow: Ranged 20/40; +5 vs. AC (twice); 1d12 damage.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +8 vs. AC; 1d10 + 4 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Oversized Longsword (main): +8 vs. AC; 2d10 + 4 damage.
Oversized Longsword
(off hand): +8 vs. AC; 2d10 + 4 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The minotaur ranger can designate the nearest visible enemy as the minotaur ranger’s quarry. Once per round when hitting this
quarry, the minotaur ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the minotaur ranger designates a different target as the quarry. The minotaur ranger can only designate one enemy as quarry
at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the minotaur ranger with a melee attack.
The minotaur ranger slides the enemy into a square adjacent to the minotaur ranger and gain combat advantage against it until
the end of the minotaur ranger’s next turn.
- Ferocity
- If the minotaur ranger is reduced to 0 hit points, the minotaur ranger can make a melee basic attack as a free action before
falling unconscious.
- Two-Blade Fighting Style
- The minotaur ranger can wield a one-handed weapon in the minotaur ranger’s off hand as if it were an off-hand weapon. In addition,
the minotaur ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The minotaur ranger gains an additional +5 hit points.
Skills Nature +9, Perception +9
Str 18 (+5); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 12
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d8 + 3 damage.
- ○ [M] Goring Charge (standard)
- +6 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Oversized Short Sword: +7 vs. AC; 2d8 + 3 damage.
Oversized Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3
damage.
Hit: The target is slowed and grants combat advantage to the minotaur rogue (save ends both). Miss:
Half damage, and the target grants combat advantage to the minotaur rogue until the end of the minotaur rogue’s next turn.
- ○ Tumble (move)
- The minotaur rogue can shift a number of squares equal to one-half the minotaur rogue’s speed.
- Ferocity
- If the minotaur rogue is reduced to 0 hit points, the minotaur rogue can make a melee basic attack as a free action before
falling unconscious.
- First Strike
- At the start of an encounter, the minotaur rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the minotaur rogue’s weapon damage die increases by one size. When wielding a dagger, the minotaur
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the minotaur rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the minotaur rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 16 (+4); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +8
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 13
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d8 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +7 vs. AC; 1d8 + 3 damage.
Oversized Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d8
+ 3 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Oversized Short Sword: +7 vs. Reflex; 2d8 + 3 damage.
Oversized Hand Crossbow: Ranged 10/20; +6 vs. Reflex;
2d8 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Oversized Short Sword: +7 vs. AC; 3d8 + 3 damage.
Oversized Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d8
+ 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the
minotaur rogue hits the target the minotaur rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The minotaur rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- Ferocity
- If the minotaur rogue is reduced to 0 hit points, the minotaur rogue can make a melee basic attack as a free action before
falling unconscious.
- First Strike
- At the start of an encounter, the minotaur rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the minotaur rogue’s weapon damage die increases by one size. When wielding a dagger, the minotaur
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the minotaur rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the minotaur rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 15 (+3); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 13, Reflex 14, Will 15
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the minotaur warlock is invisible to the target until the start of the
minotaur warlock’s next turn.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the minotaur
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The minotaur warlock can teleport 3 squares, and the minotaur warlock gains a +2 power bonus to all defenses until the end
of the minotaur warlock’s next turn.
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The minotaur warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock can immediately teleport 3 squares.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +8, Bluff +9
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +3
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 13
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d6 + 4 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +5 vs. Will; 2d8 + 4 necrotic damage, and the minotaur warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The minotaur warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The minotaur warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains 2 temporary hit points.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +8, Intimidate +7
Str 12 (+2); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 14 (+3); Cha 13 (+2)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +3
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 13, Will 14
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 1d6 + 4 damage.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the minotaur
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the minotaur warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The minotaur warlock can teleport 3 squares, and the minotaur warlock gains a +2 power bonus to all defenses until the end
of the minotaur warlock’s next turn.
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The minotaur warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains a +1 bonus to a single d20 roll the minotaur warlock makes during the minotaur warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +7, Insight +6
Str 12 (+2); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 13 (+2); Cha 14 (+3)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 12, Will 14
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +7 vs. Fortitude; 4 damage, and choose one ally adjacent to either the minotaur warlord or the target. On his or her next
attack against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 4 damage, and one ally adjacent to either the minotaur warlord or the target gains a +3 power bonus to AC
against the target’s attacks until the end of the minotaur warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +7 vs. AC; 3d12 + 4 damage, and allies within 5 squares of the minotaur warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the minotaur warlord gains 7 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Shake It Off (minor)
- The minotaur warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Ferocity
- If the minotaur warlord is reduced to 0 hit points, the minotaur warlord can make a melee basic attack as a free action before
falling unconscious.
- Inspiring Presence
- When an ally who can see the minotaur warlord spends an action point to take an extra action, that ally also regains 3 lost
hit points.
- Combat Leader
- The minotaur warlord and each ally within 10 squares who can see and hear the minotaur warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +7
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 13 (+2); Cha 14 (+3)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 14, Will 13
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage. Before the minotaur warlord attacks, one ally adjacent to either the minotaur warlord or the target
may shift 1 square as a free action.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until
the end of the minotaur warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +8 vs. AC; 3d10 + 4 damage, and the minotaur warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Ferocity
- If the minotaur warlord is reduced to 0 hit points, the minotaur warlord can make a melee basic attack as a free action before
falling unconscious.
- Tactical Presence
- When an ally the minotaur warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The minotaur warlord and each ally within 10 squares who can see and hear the minotaur warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +8
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +5
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 15
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the minotaur wizard’s next turn. The minotaur wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +4 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Orb of Imposition (free)
- The minotaur wizard can choose one creature suffering from one of the minotaur wizard’s wizard spells whose effect ends on
a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the minotaur wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the minotaur wizard’s current turn, so
that it lasts instead until the end of the minotaur wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the minotaur wizard is hit by an attack.
The minotaur wizard gains a +4 power bonus to AC and Reflex defense until the end of the minotaur wizard’s next turn.
- Ferocity
- If the minotaur wizard is reduced to 0 hit points, the minotaur wizard can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +9, Insight +8
Str 12 (+2); Dex 13 (+2); Wis 14 (+3);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +4
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 fire damage.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +4 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +4 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +4 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Wand of Accuracy (free)
- The minotaur wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the minotaur wizard is hit by an attack.
The minotaur wizard gains a +4 power bonus to AC and Reflex defense until the end of the minotaur wizard’s next turn.
- Ferocity
- If the minotaur wizard is reduced to 0 hit points, the minotaur wizard can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +9, History +9
Str 12 (+2); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +6
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 2 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d8 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 3 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d12 + 3 damage, and until the end of the minotaur avenger’s next turn, any enemy that ends its turn adjacent to
the minotaur avenger or that hits or misses the minotaur avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +7 vs. AC; 2d12 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the minotaur avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the minotaur avenger can see in within 10 squares. When the minotaur avenger makes a melee attack against
the target and the target is the only enemy adjacent to the minotaur avenger, the minotaur avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the minotaur avenger regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the minotaur avenger can see within 10 squares. The target becomes the target of the minotaur avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the minotaur avenger makes an attack roll against the minotaur avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Ferocity
- If the minotaur avenger is reduced to 0 hit points, the minotaur avenger can make a melee basic attack as a free action before
falling unconscious.
- Censure of Retribution
- When any enemy other than the minotaur avenger’s oath of enmity target hits the minotaur avenger, the minotaur avenger gains
a +2 bonus to damage rolls against the minotaur avenger’s oath of enmity target until the end of the minotaur avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the minotaur avenger’s deity wards the minotaur avenger from harm. While the minotaur avenger is neither wearing
heavy armor nor using a shield, the minotaur avenger gains a +3 bonus to AC.
Skills Athletics +8, Religion +8
Str 15 (+3); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 14 (+3); Cha 10 (+1)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +6
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 2 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 2d4 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 3 damage, and if the target doesn’t end its next turn adjacent to the minotaur avenger, the minotaur avenger
can shift 3 squares as a free action. The minotaur avenger must end that shift closer to the target.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +7 vs. AC; 2d12 + 3 damage. Before the attack, the minotaur avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +7 vs. AC; 2d12 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the minotaur avenger at the start of the minotaur avenger’s turn, the minotaur avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the minotaur avenger ends the minotaur avenger’s
turn more than 3 squares away from the target.
- ○ Distracting Flare (move)
- The minotaur avenger becomes invisible and moves the minotaur avenger’s speed. The minotaur avenger is invisible until the
end of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the minotaur avenger can see in within 10 squares. When the minotaur avenger makes a melee attack against
the target and the target is the only enemy adjacent to the minotaur avenger, the minotaur avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the minotaur avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the minotaur avenger makes an attack roll against the minotaur avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Ferocity
- If the minotaur avenger is reduced to 0 hit points, the minotaur avenger can make a melee basic attack as a free action before
falling unconscious.
- Censure of Pursuit
- If the minotaur avenger’s oath of enmity target moves away from the minotaur avenger willingly, the minotaur avenger gains
a +4 bonus to damage rolls against the target until the end of the minotaur avenger’s next turn.
- Armor of Faith
- The favor of the minotaur avenger’s deity wards the minotaur avenger from harm. While the minotaur avenger is neither wearing
heavy armor nor using a shield, the minotaur avenger gains a +3 bonus to AC.
Skills Religion +6, Stealth +8
Str 15 (+3); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 11 (+1); Cha 10 (+1)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +8
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 17, Reflex 13, Will 12
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+7 vs. AC; 2d6 + 1d8 + 4 damage (crit 24 + 2d6). Hit or Miss: Until the start of the minotaur barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the minotaur barbarian. If the minotaur barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +7 vs. AC; 6d6 + 7 damage (crit 43 + 2d6). Hit or Miss: Until the start of the minotaur barbarian’s next turn, any
attacker gains a +4 bonus to attack rolls against the minotaur barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +7 vs. AC; 6d6 + 4 damage (crit 40 + 2d6). Miss: Half damage. Hit or Miss: The minotaur barbarian enters the
rage of the bloodhunt. Until the rage ends, the minotaur barbarian gains a +3 bonus to melee damage rolls if either the minotaur
barbarian or the minotaur barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The minotaur barbarian gains 4 temporary hit points. If the minotaur barbarian is raging, the minotaur barbarian instead gains
7 temporary hit points.
- ○ Swift Charge (free)
- When the minotaur barbarian’s attack reduces an enemy to 0 hit points.
The minotaur barbarian charges an enemy.
- Ferocity
- If the minotaur barbarian is reduced to 0 hit points, the minotaur barbarian can make a melee basic attack as a free action
before falling unconscious.
- Rageblood Vigor
- Whenever the minotaur barbarian’s attack reduces an enemy to 0 hit points, the minotaur barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +9, Perception +8
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +8
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 17, Reflex 13, Will 13
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+7 vs. AC; 2d6 + 1d6 + 4 damage (crit 22 + 2d6). When charging, the minotaur barbarian can use this power in place of a melee
basic attack. If the minotaur barbarian is raging, the minotaur barbarian can move 2 extra squares as part of the charge.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +7 vs. AC; 2d6 + 1d6 + 4 damage (crit 22 + 2d6). If the minotaur barbarian targets two creatures,
the minotaur barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +7 vs. Reflex; 2d6 + 4 damage (crit 16 + 2d6), and the minotaur barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the minotaur barbarian hits, the minotaur barbarian gains 4 temporary hit points.
- ○ Combat Sprint (move)
- The minotaur barbarian moves the minotaur barbarian’s speed + 4. The minotaur barbarian gains a +4 bonus to all defenses against
any opportunity attack the minotaur barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the minotaur barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the minotaur barbarian’s next turn.
- Ferocity
- If the minotaur barbarian is reduced to 0 hit points, the minotaur barbarian can make a melee basic attack as a free action
before falling unconscious.
- Thaneborn Triumph
- Whenever the minotaur barbarian bloodies an enemy, the next attack by the minotaur barbarian or an ally against that enemy
gains a +2 bonus to the attack roll.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +9, Perception +8
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 15 (+3); Int 10 (+1); Cha 14 (+3)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +8
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the minotaur
bard’s next turn.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the minotaur bard slides the target 3 squares. During the slide, the minotaur bard
or one of the minotaur bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The minotaur bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the minotaur bard’s next turn. When
the minotaur bard moves, the zone moves with the minotaur bard, remaining centered on the minotaur bard. While within the
zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Ferocity
- If the minotaur bard is reduced to 0 hit points, the minotaur bard can make a melee basic attack as a free action before falling
unconscious.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the minotaur bard, the minotaur bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The minotaur bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Bluff +9
Str 14 (+3); Dex 11 (+1); Wis 10 (+1);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +8
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 14, Reflex 14, Will 15
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and the target takes a –2 penalty to the defense of the minotaur bard’s choice until the end of
the minotaur bard’s next turn.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The minotaur bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 3 damage, and the target grants combat advantage to the minotaur bard and the minotaur bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the minotaur bard hits an enemy,
that enemy grants combat advantage to the minotaur bard and the minotaur bard’s allies until the end of the minotaur bard’s
next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The minotaur bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the minotaur bard’s next turn.
When the minotaur bard moves, the zone moves with the minotaur bard, remaining centered on the minotaur bard. While within
the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Ferocity
- If the minotaur bard is reduced to 0 hit points, the minotaur bard can make a melee basic attack as a free action before falling
unconscious.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the minotaur bard reduces an enemy to 0 hit points or bloodies an enemy,
the minotaur bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The minotaur bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Athletics +7
Str 14 (+3); Dex 11 (+1); Wis 10 (+1);
Con 16 (+4); Int 13 (+2); Cha 16 (+4)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +6
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 17; Fortitude 14, Reflex 13, Will 15
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the minotaur druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the minotaur druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the minotaur druid’s choice within
5 squares of the target regains 8 hit points. Aftereffect: One creature of the minotaur druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The minotaur druid changes from the minotaur druid’s humanoid form to beast form or vice versa. When the minotaur druid changes
from beast form back to the minotaur druid’s humanoid form, the minotaur druid shifts 1 square. While the minotaur druid is
in beast form, the minotaur druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
minotaur druid can sustain such powers. The minotaur druid can use this power once per round.
- ○ Barkskin (minor)
- The minotaur druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the minotaur druid’s next turn.
- Ferocity
- If the minotaur druid is reduced to 0 hit points, the minotaur druid can make a melee basic attack as a free action before
falling unconscious.
- Primal Guardian
- While the minotaur druid is not wearing heavy armor, the minotaur druid can use the minotaur druid’s Constitution modifier
in place of the minotaur druid’s Dexterity or Intelligence modifier to determine the minotaur druid’s AC.
Skills Heal +9, Nature +11
Str 14 (+3); Dex 13 (+2); Wis 16 (+4);
Con 16 (+4); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +11
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +5 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the minotaur druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the minotaur druid can
shift 2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the minotaur druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The minotaur druid changes from the minotaur druid’s humanoid form to beast form or vice versa. When the minotaur druid changes
from beast form back to the minotaur druid’s humanoid form, the minotaur druid shifts 1 square. While the minotaur druid is
in beast form, the minotaur druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
minotaur druid can sustain such powers. The minotaur druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the minotaur druid gains a +2 power bonus to the minotaur druid’s speed while the minotaur
druid is in beast form.
- Ferocity
- If the minotaur druid is reduced to 0 hit points, the minotaur druid can make a melee basic attack as a free action before
falling unconscious.
- Primal Predator
- While the minotaur druid is not wearing heavy armor, the minotaur druid gains a +1 bonus to the minotaur druid’s speed.
Skills Nature +11, Perception +11
Str 14 (+3); Dex 14 (+3); Wis 16 (+4);
Con 15 (+3); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +6
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d12 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the minotaur invoker slides the target 1 square. The minotaur invoker
can use this power as a ranged basic attack.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the minotaur invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the minotaur invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the minotaur invoker hits the minotaur invoker’s ally.
The minotaur invoker gains a +2 bonus to the minotaur invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the minotaur invoker’s next turn.
- Ferocity
- If the minotaur invoker is reduced to 0 hit points, the minotaur invoker can make a melee basic attack as a free action before
falling unconscious.
- Covenant of Preservation
- When the minotaur invoker uses a divine encounter or daily attack power on the minotaur invoker’s turn, the minotaur invoker
can slide an ally within 10 squares of the minotaur invoker 1 square.
Skills Arcana +8, Religion +8
Str 12 (+2); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 11 (+1)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +6
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 15
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d12 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The minotaur invoker can use this power as a ranged basic attack.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
minotaur invoker targets only one creature. In addition, the target is dazed until the end of the minotaur invoker’s next
turn and is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the minotaur invoker hits the minotaur invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the minotaur invoker and the minotaur invoker’s allies roll initiative at the beginning of an encounter.
The minotaur invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Ferocity
- If the minotaur invoker is reduced to 0 hit points, the minotaur invoker can make a melee basic attack as a free action before
falling unconscious.
- Covenant of Wrath
- When the minotaur invoker uses a divine encounter or daily attack power on the minotaur invoker’s turn, the minotaur invoker
gains a bonus to the damage roll equal to 1 for each enemy the minotaur invoker attacks with the power.
Skills Endurance +8, Religion +7
Str 12 (+2); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 11 (+1)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +11
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 12, Will 15
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d12 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the minotaur shaman’s next turn, the minotaur shaman
and the minotaur shaman’s allies gain 3 resistance to all damage while adjacent to the minotaur shaman’s spirit companion.
In addition, the minotaur shaman or one ally within 5 squares of the minotaur shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the minotaur shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The minotaur shaman conjures the minotaur shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the minotaur shaman falls unconscious or until the minotaur shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the minotaur shaman takes a move action, the minotaur
shaman can also move the spirit a number of squares equal to the minotaur shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The minotaur shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
minotaur shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the minotaur shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the minotaur shaman’s
spirit companion regains 3 hit points.
- Ferocity
- If the minotaur shaman is reduced to 0 hit points, the minotaur shaman can make a melee basic attack as a free action before
falling unconscious.
- Protector Spirit
- Any ally adjacent to the minotaur shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the minotaur shaman uses a healing power on him or her.
Skills Nature +11, Perception +11
Str 13 (+2); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 10 (+1)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +11
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 15
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +4 vs. AC; 1d12 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the minotaur shaman’s next turn, the minotaur shaman’s
spirit companion can flank with the minotaur shaman and the minotaur shaman’s allies. If the target is bloodied, the minotaur
shaman gains a +1 bonus to the attack roll.
- ○ [M] Goring Charge (standard)
- +4 vs. AC; 1d6 + 1 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the minotaur
shaman gains a +2 bonus to the attack roll. Hit: Until the end of the minotaur shaman’s next turn, the minotaur shaman
and the minotaur shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the minotaur
shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the minotaur shaman’s spirit companion; +4 vs. Will; 3d6
+ 3 psychic damage, and the minotaur shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The minotaur shaman conjures the minotaur shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the minotaur shaman falls unconscious or until the minotaur shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the minotaur shaman takes a move action, the minotaur
shaman can also move the spirit a number of squares equal to the minotaur shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The minotaur shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
minotaur shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the minotaur shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the minotaur shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
- Ferocity
- If the minotaur shaman is reduced to 0 hit points, the minotaur shaman can make a melee basic attack as a free action before
falling unconscious.
- Stalker Spirit
- Any ally adjacent to the minotaur shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +11, Perception +11
Str 13 (+2); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 10 (+1)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +3
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 13; Fortitude 13, Reflex 13, Will 16
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 5 psychic damage and if the minotaur sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+4 vs. Will; 1d6 + 2 psychic damage. If the minotaur sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The minotaur sorcerer can attack a creature only once with a single use of this power.
- ○ [M] Goring Charge (standard)
- +5 vs. AC; 1d6 + 2 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 5 psychic damage, and the target is pushed 2 squares. If
the minotaur sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 5 radiant damage and if the minotaur sorcerer rolled an even number on the attack roll, the
target takes a -2 penalty to attack rolls against the minotaur sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the minotaur sorcerer’s turn, add +2 to the range of the minotaur sorcerer’s ranged arcane powers.
- Ferocity
- If the minotaur sorcerer is reduced to 0 hit points, the minotaur sorcerer can make a melee basic attack as a free action
before falling unconscious.
- Chaos Power
- The minotaur sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the minotaur sorcerer rolls a natural 20 on an attack roll for an arcane power, the minotaur sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the minotaur sorcerer rolls a natural 1 on an
attack roll for an arcane power, the minotaur sorcerer must push each creature within 5 squares of the minotaur sorcerer 1
square.
Skills Arcana +6, Bluff +9
Str 15 (+3); Dex 14 (+3); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 12, Will 16
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the minotaur sorcerer with a melee attack before
the end of the minotaur sorcerer’s next turn takes 3 fire damage.
- ○ [M] Goring Charge (standard)
- +6 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the minotaur sorcerer’s next turn. The minotaur sorcerer gains concealment until the end of the minotaur sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
minotaur sorcerer’s next turn, whenever an enemy hits the minotaur sorcerer with a melee attack, the minotaur sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the minotaur sorcerer is hit by an attack.
Until the end of the minotaur sorcerer’s next turn, the minotaur sorcerer gains a +1 power bonus to all defenses, and any
creature that hits the minotaur sorcerer with a melee attack takes 1d6 + 3 fire damage.
- Ferocity
- If the minotaur sorcerer is reduced to 0 hit points, the minotaur sorcerer can make a melee basic attack as a free action
before falling unconscious.
- Draconic Power
- The minotaur sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the minotaur sorcerer is not wearing heavy armor, the minotaur sorcerer can use the minotaur sorcerer’s Strength modifier
in place of the minotaur sorcerer’s Dexterity or Intelligence modifier to determine the minotaur sorcerer’s AC.
Skills Arcana +6, Athletics +9
Str 16 (+4); Dex 13 (+2); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +9
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 13
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +7 vs. AC; 1d12 + 4 damage, and the minotaur warden gains a +1 power bonus to AC until the end of the minotaur warden’s next
turn.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +7 vs. AC; 1d12 + 4 thunder damage, and the minotaur warden pushes the target 3 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +7 vs. Fortitude; 1d6 thunder damage, and the minotaur warden pushes the secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The minotaur warden and the minotaur
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the willow sentinel until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the minotaur warden. Once during this encounter, the minotaur warden can make the following
attack while the minotaur warden is in this form as an immediate interrupt when an enemy adjacent to the minotaur warden makes
an attack roll against the minotaur warden’s ally.
Secondary Attack: Targets the triggering enemy; +7 vs. AC;
1d12 + 4 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target
takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the minotaur warden that is within 5 squares of the minotaur warden makes an attack that does not
include the minotaur warden as a target.
Targets the triggering enemy; The minotaur warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Ferocity
- If the minotaur warden is reduced to 0 hit points, the minotaur warden can make a melee basic attack as a free action before
falling unconscious.
- Earthstrength
- When the minotaur warden uses the minotaur warden’s second wind, the minotaur warden gains an additional +3 bonus to AC. The
bonus lasts until the end of the minotaur warden’s next turn.
- Font of Life
- At the start of the minotaur warden’s turn, the minotaur warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the minotaur warden on the minotaur warden’s current
turn. If the minotaur warden fails the saving throw, the minotaur warden still makes a saving throw against the effect at
the end of the minotaur warden’s turn.
- Nature’s Wrath
- Once during each of the minotaur warden’s turns, the minotaur warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the minotaur warden’s next turn.
Skills Athletics +7, Perception +9
Str 18 (+5); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +10
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 12, Will 14
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d8 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage (crit 16 + 2d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +7 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +7 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- ○ Eyes of the Hawk (minor)
- The minotaur warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the relentless panther until the end of the encounter. While the minotaur
warden is in this form, the minotaur warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the minotaur warden. In addition, the minotaur warden can shift 2 squares as a move action. Once during this encounter,
the minotaur warden can make the following attack while the minotaur warden is in this form as a standard action.
Secondary
Attack: Before the attack, the minotaur warden shifts the minotaur warden’s speed; +7 vs. Reflex; 4d6 + 4 damage (crit
28 + 2d6), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the minotaur warden makes an attack that does not include the minotaur warden as a target.
Targets the triggering enemy; +7 vs. Fortitude; 2d6 + 4 damage (crit 16 + 2d6), and the target grants combat advantage to
the minotaur warden and the minotaur warden’s allies until the end of the minotaur warden’s next turn.
- Ferocity
- If the minotaur warden is reduced to 0 hit points, the minotaur warden can make a melee basic attack as a free action before
falling unconscious.
- Wildblood
- When the minotaur warden uses the minotaur warden’s second wind, each enemy marked by the minotaur warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the minotaur warden as a target, until the end of the minotaur warden’s
next turn.
- Font of Life
- At the start of the minotaur warden’s turn, the minotaur warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the minotaur warden on the minotaur warden’s current
turn. If the minotaur warden fails the saving throw, the minotaur warden still makes a saving throw against the effect at
the end of the minotaur warden’s turn.
- Nature’s Wrath
- Once during each of the minotaur warden’s turns, the minotaur warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the minotaur warden’s next turn.
Skills Athletics +9, Perception +10
Str 18 (+5); Dex 12 (+2); Wis 14 (+3);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.