Minotaur NPCs [Level 7]
Minotaur Battle Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +7
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 15, Will 19
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +11 vs. Will; 1d12 + 6 damage, and the target is immobilized until the end of the minotaur cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The minotaur cleric or one creature touched by the minotaur cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the minotaur cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +8
Str 19 (+7); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 20
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d8 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the minotaur
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The minotaur cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The minotaur cleric’s allies gain combat advantage against the target. The minotaur cleric can move the
weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the minotaur cleric’s
next turn. Sustain Minor: Repeat the attack. The minotaur cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The minotaur cleric or one creature touched by the minotaur cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +11, Religion +8
Str 15 (+5); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +6
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 21, Reflex 16, Will 16
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6). Miss: 4 damage.
- ○ [M] Goring Charge (standard)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the minotaur fighter. A target
that cannot end adjacent to the minotaur fighter is not pulled. The minotaur fighter then makes a close attack targeting each
adjacent enemy: +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +11 vs. AC; 6d6 + 6 damage (crit 42 + 2d6), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The minotaur fighter gains a +2 power bonus to the minotaur fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the minotaur fighter uses another stance power.
- 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 +12, Intimidate +8
Str 19 (+7); Dex 13 (+4); Wis 12 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +6
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 24; Fortitude 21, Reflex 19, Will 16
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+12 vs. AC; 1d10 + 6 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Iron Bulwark (standard) ✦ Weapon
- +12 vs. AC; 2d10 + 6 damage. Hit or Miss: The minotaur fighter gains a +2 power bonus to AC until the end of the minotaur
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +12 vs. AC; 2d10 + 6 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Unbreakable (immediate reaction)
- When the minotaur fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +9, Intimidate +8
Str 19 (+7); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 16, Will 18
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d12 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +12 vs. AC; 1d12 + 6 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +12 vs. AC; 2d12 + 6 thunder damage, and the target is knocked prone. If the target is marked by the minotaur paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The minotaur paladin must spend a healing surge without regaining any hit points.
+12 vs. AC; 4d12 + 6 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The minotaur paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
- 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 +10, Religion +8
Str 19 (+7); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 19, Reflex 18, Will 19
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, and the minotaur paladin gains 1 temporary hit points.
- ○ [M] Goring Charge (standard)
- +10 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The minotaur paladin and the minotaur paladin’s allies gain a +1 power bonus to
all defenses while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The minotaur paladin takes half that ally’s damage until the end of the encounter or until
the minotaur paladin ends the effect as a free action. No power or effect can reduce the damage the minotaur paladin takes
from this power.
- 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 +11, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +11
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 16
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d12 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +11/+11 vs. AC; 1d10 + 2 damage
(main)/1d8 + 2 damage (off-hand).
Oversized Longbow: Ranged 20/40; +10 vs. AC (twice); 1d12 + 2 damage.
- ○ [M] Goring Charge (standard)
- +10 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +10 vs. AC; 2d12 + 5 damage (first shot) and 1d12 + 5 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 3d12 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the minotaur ranger.
The minotaur ranger can shift 1 square.
- 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 +11, Stealth +10
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +11
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 16
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d12 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +12/+12 vs. AC; 1d10 + 2 damage
(main)/1d10 + 2 damage (off-hand).
Oversized Longbow: Ranged 20/40; +9 vs. AC (twice); 1d12 + 2 damage.
- ○ [M] Goring Charge (standard)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword (main): +12 vs. AC; 2d10 + 6 damage.
Oversized
Longsword (off hand): +12 vs. AC; 1d10 + 6 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The minotaur ranger can shift 2 squares before making this attack. Two attacks on one creature.
Oversized Longsword
(main): +12 vs. AC; 2d10 + 6 damage.
Oversized Longsword (off hand): +12 vs. AC; 1d10 + 6 damage.
Hit or Miss: After attacking the primary target, the minotaur ranger can shift 2 squares and make a secondary attack
against a different creature. Secondary Attack: +12 vs. AC; 1d10 + 6 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the minotaur ranger can use this power to allow one ally
to avoid being surprised.
- 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 +11, Perception +11
Str 19 (+7); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 16
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d8 + 5 damage.
- ○ [M] Goring Charge (standard)
- +10 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +11 vs. Fortitude; 1d8 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the minotaur
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d8 + 5 damage, and ongoing 8 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the minotaur rogue is marked, end that condition. The minotaur rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 17 (+6); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +10
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d8 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +11 vs. AC; 1d8 + 5 damage.
Oversized Hand Crossbow: Ranged 10/20; +10 vs. AC;
1d8 + 5 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Oversized Short Sword: +11 vs. AC; 2d8 + 5 damage.
Oversized Hand Crossbow: Ranged 10/20; +10 vs. AC;
2d8 + 5 damage.
Miss: Make a secondary attack against the target.
Oversized Short Sword: +11 vs.
AC; 1d8 + 5 damage.
Oversized Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d8 + 5 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Oversized Short Sword: +11 vs. Fortitude; 2d8 + 5 damage.
Oversized Hand Crossbow: Ranged 10/20; +10
vs. Fortitude; 2d8 + 5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target
moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and
the target is not knocked prone.
- ● Chameleon (immediate interrupt)
- When the minotaur rogue is hidden and loses cover or concealment against an opponent.
The minotaur rogue makes a Stealth check. Until the end of the minotaur rogue’s next turn, the minotaur rogue remains hidden
from a creature with a clear line of sight to the minotaur rogue if that creature does not beat the minotaur rogue’s check
result with its Perception check. If at the end of the minotaur rogue’s next turn, the minotaur rogue is not behind cover
or concealment against a creature, that creature automatically notices the minotaur rogue.
- 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 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)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the minotaur warlock and all allies in range are invisible to the target
until the end of the minotaur warlock’s next turn. Hit or Miss: The minotaur warlock gains a +2 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the minotaur warlock’s choice (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.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock can immediately teleport 3 squares.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +10, Bluff +11
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +5
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 17
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 1d6 + 6 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 1d6 + 6 fire damage.
- ○ [M] Goring Charge (standard)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +9 vs. Fortitude; 2d6 + 6 thunder damage, and the target is pushed 3 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The minotaur warlock’s skin changes into living steel. The minotaur warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The minotaur warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains 7 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 +10, Intimidate +9
Str 12 (+4); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 15 (+5); Cha 13 (+4)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +5
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 17, Will 18
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 1d6 + 6 damage.
- ○ [M] Goring Charge (standard)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the minotaur warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +9, Insight +8
Str 12 (+4); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 13 (+4); Cha 15 (+5)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 16, Will 18
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d12 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +11 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Sunder Armor (standard) ✦ Weapon
- +11 vs. AC; 2d12 + 6 damage. Until the end of the minotaur warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +11 vs. AC; 3d12 + 6 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The minotaur warlord and each ally within 5 squares regain 12 hit points.
- 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 5 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 +8, History +9
Str 19 (+7); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 13 (+4); Cha 15 (+5)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Surprise Attack (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage, and an ally within 5 squares of the minotaur warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +2 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +12 vs. Reflex; 3d10 + 6 damage. Hit or Miss: Until the end of the encounter, when the minotaur warlord is adjacent
to the target and it walks or runs, the minotaur warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 19 (+7); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +7
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +8 vs. Fortitude; 2d10 + 5 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the minotaur wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 5 poison damage. As a move action, the minotaur wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The minotaur wizard or one creature with 5 squares becomes invisible until the end of the minotaur wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the minotaur wizard
can sustain the effect.
- ○ 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.
- 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 +11, Insight +10
Str 12 (+4); Dex 13 (+4); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +6
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 18
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [M] Goring Charge (standard)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 2d6 + 5 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +8 vs. Reflex; 1d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The minotaur wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The minotaur wizard gains a +2 bonus to a single attack roll.
- 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 +11, History +11
Str 12 (+4); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 5 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d12 + 5 damage, and the minotaur avenger teleports each enemy within 2 squares of the target 3 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d12 + 5 damage, and the minotaur avenger is invisible to the target (save ends). Aftereffect: The minotaur
avenger is invisible to the target until the end of the minotaur avenger’s next turn. Miss: Half damage, and the minotaur
avenger is invisible to the target until the end of the minotaur avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the minotaur avenger.
If the minotaur avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +10, Religion +10
Str 15 (+5); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 15 (+5); Cha 10 (+3)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 4 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 2d4 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 5 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d12 + 5 damage. Before the attack, the minotaur avenger gains phasing until the end of the minotaur avenger’s
turn, and the minotaur avenger shifts 4 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the minotaur avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the minotaur avenger hits the target with
a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the minotaur avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The minotaur avenger shifts 5 squares, and the minotaur avenger gains a +2 bonus to AC and Reflex until the end of the minotaur
avenger’s next turn.
- ○ [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 +8, Stealth +10
Str 15 (+5); Dex 15 (+5); Wis 17 (+6);
Con 14 (+5); Int 11 (+3); Cha 10 (+3)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +10
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 20; Fortitude 21, Reflex 17, Will 16
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+11 vs. AC; 2d6 + 1d8 + 6 damage (crit 26 + 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Tide of Blood (standard) ✦ Weapon
- +11 vs. AC; 4d6 + 6 damage (crit 30 + 2d6). The attack deals 1 extra damage for each enemy within 3 squares of the minotaur
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +11 vs. AC; 4d6 + 6 fire damage (crit 30 + 2d6), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or
Miss: The minotaur barbarian enters the rage of the silver phoenix. Until the rage ends, the minotaur barbarian gains
regeneration 3. In addition, the first time the minotaur barbarian drops to 0 hit points or fewer, the minotaur barbarian
can spend a healing surge as an immediate interrupt.
- ○ Swift Charge (free)
- When the minotaur barbarian’s attack reduces an enemy to 0 hit points.
The minotaur barbarian charges an enemy.
- □ Combat Surge (free)
- When the minotaur barbarian misses with an attack.
Must be raging.
The minotaur barbarian rerolls the attack.
- 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 +11, Perception +10
Str 19 (+7); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +10
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 21, Reflex 17, Will 17
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+11 vs. AC; 2d6 + 1d6 + 6 damage (crit 24 + 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the minotaur barbarian as a free action. If it does so,
the minotaur barbarian’s attack deals 2d6 damage extra cold damage.
+11 vs. AC; 6d6 + 6 cold damage (crit 42 + 2d6).
Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the minotaur barbarian with a melee attack takes 5 cold damage.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the minotaur barbarian hits or misses the minotaur barbarian.
Targets the triggering enemy; +13 vs. AC; 6d6 + 6 damage (crit 42 + 2d6).
- □ Instinctive Charge (no action)
- When the minotaur barbarian rolls initiative at the beginning of an encounter.
The minotaur barbarian gains a +5 power bonus to the minotaur barbarian’s initiative. The minotaur barbarian also gains a
+2 power bonus to the minotaur barbarian’s first attack roll during the encounter.
- 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 +11, Perception +10
Str 19 (+7); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +10
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –6 penalty to opportunity attack rolls until the end
of the minotaur bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 vs. Will; the target is dominated until the end of the minotaur bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the minotaur bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 3 hit points. This
power can only be used once per round. The minotaur bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the minotaur bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +11
Str 14 (+5); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +10
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 19
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 5 damage, and the minotaur bard slides an ally who is adjacent to the target to another space adjacent
to it. Until the end of the minotaur bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the minotaur bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the minotaur bard
than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The minotaur bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 3 hit points. This
power can only be used once per round. The minotaur bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The minotaur bard transfers one effect on the target that a save can end to the minotaur
bard or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that
effect.
- 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 +9, Athletics +9
Str 14 (+5); Dex 11 (+3); Wis 10 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +8
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the minotaur druid pulls each creature within 3 squares of the target 1 square.
If the minotaur druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The minotaur druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the minotaur druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The minotaur druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +13
Str 14 (+5); Dex 13 (+4); Wis 17 (+6);
Con 17 (+6); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +13
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [M] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the minotaur druid grabs the target. The target takes a -2 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The minotaur druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +13, Perception +13
Str 14 (+5); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +8
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 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)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 3 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the minotaur invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the minotaur invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The minotaur invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 12 (+4); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +8
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the minotaur invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +10, Religion +9
Str 12 (+4); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 11 (+3)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +13
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 16, Will 19
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d12 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the minotaur shaman’s next turn, as an immediate interrupt,
the minotaur shaman can grant an ally adjacent to the minotaur shaman’s spirit companion a +6 bonus to AC against an attack
that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
minotaur shaman and the minotaur shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the minotaur shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +13, Perception +13
Str 13 (+4); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 10 (+3)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +13
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d12 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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)
- +8 vs. AC; 1d6 + 3 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the minotaur shaman’s next turn, any ally adjacent to the
minotaur shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +2 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the minotaur shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +13, Perception +13
Str 13 (+4); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +5
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 20
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 7 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:
+8 vs. Will; 1d6 + 4 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)
- +9 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 7 lightning damage. Hit or Miss: The minotaur sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the minotaur sorcerer is hit by an area or a close attack.
The minotaur sorcerer teleports 4 squares.
- 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 +8, Bluff +11
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 20
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 5 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 8 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)
- +10 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 8 cold damage, and the minotaur sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the minotaur sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The minotaur sorcerer jumps a number of squares
equal to the minotaur sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +8 vs. Fortitude; 2d6 + 5 thunder damage, and the minotaur sorcerer
pushes the secondary target 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the minotaur sorcerer is hit by an attack.
The minotaur sorcerer gains a +6 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +11
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +11
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 18, Will 17
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 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)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +11 vs. Fortitude; 2d12 + 6 damage, and the target takes a –4 penalty to melee attack rolls until the end of the minotaur
warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the minotaur warden teleports 5 squares. +11 vs. Reflex; 2d12 + 6 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the minotaur warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the minotaur warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the minotaur warden uses another stance power.
- ● [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 +9, Perception +11
Str 19 (+7); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +12
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 16, Will 18
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d8 + 6 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +11 vs. AC; 2d6 + 6 damage (crit 18 + 2d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +11 vs. AC; 1d6 + 6 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +11 vs. AC; 4d6 + 6 damage (crit 30 + 2d6), and the minotaur warden slides the target 1 square. The minotaur warden can slide
the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 2 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the minotaur warden can see; +11 vs. Reflex; 2d6 + 6 poison damage (crit 18 + 2d6), and the
target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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; +11 vs. Fortitude; 2d6 + 6 damage (crit 18 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the minotaur warden drops to 0 hit points or fewer.
The minotaur warden regains hit points as if the minotaur warden had spent a healing surge.
- 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 +11, Perception +12
Str 19 (+7); Dex 12 (+4); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
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.