Minotaur NPCs [Level 9]

Minotaur Battle Cleric [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +9
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 17, Will 22
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target until the end of the minotaur cleric’s next turn.
○ [M] Goring Charge (standard)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
○ [M] Awe Strike (standard) ✦ Fear, Weapon
+14 vs. Will; 1d12 + 8 damage, and the target is immobilized until the end of the minotaur cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d12 + 8 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the minotaur cleric gains regeneration 5, and the minotaur cleric and each ally within the burst gain a +2 power bonus to AC.
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 +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 16 (+7);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, oversized morningstar, oversized javelin

-1 Level / +1 Level

Minotaur Devoted Cleric [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +10
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 23
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d12 + 5 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d8 + 5 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +11 vs. Reflex; 1d8 + 7 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)
+11 vs. AC; 1d6 + 5 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; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the minotaur cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
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 +13, Religion +9
Str 15 (+6); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, oversized morningstar, oversized javelin

-1 Level / +1 Level

Minotaur Greatweapon Fighter [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +7
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 24, Reflex 18, Will 18
Speed 5

● [m] Oversized Greataxe (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
● [r] Oversized Handaxe (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d8 + 8 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6). Miss: 5 damage.
○ [M] Goring Charge (standard)
+14 vs. AC; 1d6 + 8 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: +14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 4d6 + 8 damage (crit 32 + 2d6), and the minotaur fighter slides the target 1 square. Miss: Half damage.
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 +14, Intimidate +9
Str 20 (+9); Dex 13 (+5); Wis 12 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, oversized greataxe, oversized handaxe

-1 Level / +1 Level

Minotaur Guardian Fighter [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +7
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 26; Fortitude 24, Reflex 22, Will 18
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+15 vs. AC; 1d10 + 8 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
○ [M] Iron Bulwark (standard) ✦ Weapon
+15 vs. AC; 2d10 + 8 damage. Hit or Miss: The minotaur fighter gains a +2 power bonus to AC until the end of the minotaur fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 3d10 + 8 damage, and the target is slowed (save ends). 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 +10, Intimidate +9
Str 20 (+9); Dex 16 (+7); Wis 12 (+5);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Avenging Paladin [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +7
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 23, Reflex 18, Will 21
Speed 5

● [m] Oversized Greatsword (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+15 vs. AC; 1d12 + 8 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
+15 vs. AC; 2d12 + 8 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.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
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.
Wrath of the Gods (minor)
The minotaur paladin and each adjacent ally add +3 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 +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, oversized greatsword, oversized javelin

-1 Level / +1 Level

Minotaur Protecting Paladin [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +7
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 27; Fortitude 22, Reflex 20, Will 22
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d8 + 7 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and the minotaur paladin gains 1 temporary hit points.
○ [M] Goring Charge (standard)
+13 vs. AC; 1d6 + 7 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
○ [R] Beckon Foe (standard)
Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
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 7 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 +13, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Archer Ranger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +12
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 22, Will 18
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Oversized Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d12 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +14/+14 vs. AC; 1d10 + 3 damage (main)/1d8 + 3 damage (off-hand).
Oversized Longbow: Ranged 20/40; +13 vs. AC (twice); 1d12 + 3 damage.
○ [M] Goring Charge (standard)
+13 vs. AC; 1d6 + 7 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; +13 vs. AC; 2d12 + 7 damage (first shot) and 1d12 + 7 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The minotaur ranger can move at full speed. At any point during the move, the minotaur ranger can make two attacks.
Oversized Longsword: +14 vs. AC; 3d10 + 7 damage.
Oversized Longbow: Ranged 20/40; +13 vs. AC; 3d12 + 7 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.
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 +12, Stealth +12
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow

-1 Level / +1 Level

Minotaur Two-Blade Ranger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +12
HP 99; Bloodied 49
Healing Surges (+24 hp) ○
AC 23; Fortitude 23, Reflex 21, Will 18
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Oversized Longbow (standard) ✦ Weapon
Ranged 20/40; +12 vs. AC; 1d12 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +15/+15 vs. AC; 1d10 + 3 damage (main)/1d10 + 3 damage (off-hand).
Oversized Longbow: Ranged 20/40; +12 vs. AC (twice); 1d12 + 3 damage.
○ [M] Goring Charge (standard)
+14 vs. AC; 1d6 + 8 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): +15 vs. AC; 2d10 + 8 damage.
Oversized Longsword (off hand): +15 vs. AC; 1d10 + 8 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 2d10 + 8 damage. Miss: Half damage.
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 +12, Perception +12
Str 20 (+9); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow

-1 Level / +1 Level

Minotaur Brawny Rogue [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +6
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 23, Will 18
Speed 6

● [m] Oversized Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Oversized Shuriken (standard) ✦ Weapon
Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+14 vs. Reflex; 1d8 + 7 damage.
○ [M] Goring Charge (standard)
+13 vs. AC; 1d6 + 7 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
○ [M] Imperiling Strike (standard) ✦ Weapon
+14 vs. Fortitude; 1d8 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the minotaur rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+14 vs. Fortitude; 2d8 + 7 damage, and the target takes ongoing 9 damage and grants combat advantage to the minotaur rogue (save ends both). 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 +13, Thievery +13
Str 18 (+8); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, oversized short sword, oversized shuriken

-1 Level / +1 Level

Minotaur Trickster Rogue [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +11
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 20
Speed 6

● [m] Oversized Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 5 damage.
● [r] Oversized Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d8 + 7 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Oversized Short Sword: +14 vs. AC; 1d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d8 + 7 damage.
The minotaur rogue can move 2 squares before the attack.
○ [M] Goring Charge (standard)
+11 vs. AC; 1d6 + 5 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: +14 vs. AC; 2d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d8 + 7 damage.
Miss: Make a secondary attack against the target.
Oversized Short Sword: +14 vs. AC; 1d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d8 + 7 damage.
□ [M] Knockout (standard) ✦ Weapon
+14 vs. Fortitude; 2d8 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the minotaur rogue’s next turn.
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 +13, Thievery +13
Str 15 (+6); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, oversized short sword, oversized hand crossbow

-1 Level / +1 Level

Minotaur Fey-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +7
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 22
Speed 6

● [m] Oversized Spear (standard) ✦ Weapon
+10 vs. AC; 1d10 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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)
+10 vs. AC; 1d6 + 4 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; +11 vs. Will; 1d10 + 7 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 +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the minotaur warlock can no longer sustain this power.
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 +12, Bluff +13
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, oversized spear

-1 Level / +1 Level

Minotaur Infernal-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 19
Speed 6

● [m] Oversized Mace (standard) ✦ Weapon
+10 vs. AC; 1d10 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +12 vs. Reflex; 1d6 + 8 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s next turn, the target takes an extra 1d6 + 8 fire damage.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 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; +12 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +12 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
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 9 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 +12, Intimidate +10
Str 12 (+5); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, oversized mace

-1 Level / +1 Level

Minotaur Star-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 20; Fortitude 22, Reflex 19, Will 21
Speed 6

● [m] Oversized Sickle (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +12 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the minotaur warlock on its next turn, it takes an extra 1d6 + 8 damage.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 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; +10 vs. Will; 2d6 + 6 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.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +12 vs. Will; 2d10 + 8 psychic damage, and the minotaur warlock teleports the target to an unoccupied square within 3 squares of the minotaur warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the minotaur warlock teleports the target to an unoccupied square within 3 squares of the minotaur warlock. On a miss, the effect 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.
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 +10, Insight +9
Str 12 (+5); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, oversized sickle

-1 Level / +1 Level

Minotaur Inspiring Warlord [Level 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +6
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 23, Reflex 18, Will 21
Speed 5

● [m] Oversized Halberd (standard) ✦ Weapon
Reach 1; +14 vs. AC; 1d12 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Furious Smash (standard) ✦ Weapon
+14 vs. Fortitude; 5 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 +3 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
○ [M] Sunder Armor (standard) ✦ Weapon
+14 vs. AC; 2d12 + 8 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] White Raven Strike (standard) ✦ Weapon
+14 vs. AC; 3d12 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the minotaur warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the minotaur warlord’s allies gain.
○○ 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 13 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 7 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 +9, History +10
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, oversized halberd, oversized javelin

-1 Level / +1 Level

Minotaur Tactical Warlord [Level 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +6
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 23, Reflex 21, Will 19
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
○ [M] Surprise Attack (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 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 +3 bonus to the attack roll.
□ [M] Knock Them Down (standard) ✦ Weapon
+15 vs. AC; 3d10 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the minotaur warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
○○ 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 +3 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 +3 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 +9, History +12
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Control Wizard [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 22
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
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 -3 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 +13, Insight +12
Str 12 (+5); Dex 13 (+5); Wis 16 (+7);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, oversized quarterstaff, orb

-1 Level / +1 Level

Minotaur War Wizard [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +7
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 20
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Dimension Door (move) ✦ Teleportation
The minotaur wizard teleports 10 squares.
Wand of Accuracy (free)
The minotaur wizard gains a +3 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 +13, History +13
Str 12 (+5); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, oversized quarterstaff, wand

-1 Level / +1 Level

Minotaur Isolating Avenger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +10
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6

● [m] Oversized Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d12 + 5 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d8 + 5 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur avenger occupied.
○ [M] Goring Charge (standard)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
+14 vs. AC; 1d12 + 7 damage, and the minotaur avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+14 vs. AC; 3d12 + 7 damage, and the minotaur avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the minotaur avenger makes a saving throw.
○ [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 +3 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 +11, Religion +12
Str 15 (+6); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol

-1 Level / +1 Level

Minotaur Pursuing Avenger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +10
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6

● [m] Oversized Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d12 + 5 damage.
● [r] Oversized Crossbow (standard) ✦ Weapon
Ranged 15/30; +12 vs. AC; 2d4 + 6 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage, and if the target doesn’t end its next turn adjacent to the minotaur avenger, the minotaur avenger can shift 4 squares as a free action. The minotaur avenger must end that shift closer to the target.
○ [M] Goring Charge (standard)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d12 + 7 damage. Before the attack, the minotaur avenger gains phasing until the end of the minotaur avenger’s turn, and the minotaur avenger shifts 5 squares.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d12 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the minotaur avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The minotaur avenger must end this movement closer to the target.
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 +5 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 +9, Stealth +12
Str 15 (+6); Dex 16 (+7); Wis 18 (+8);
Con 14 (+6); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol

-1 Level / +1 Level

Minotaur Rageblood Barbarian [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +11
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 22; Fortitude 24, Reflex 19, Will 18
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 2d6 + 1d8 + 8 damage (crit 28 + 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
○ [M] Tide of Blood (standard) ✦ Weapon
+14 vs. AC; 4d6 + 8 damage (crit 32 + 2d6). The attack deals 1 extra damage for each enemy within 4 squares of the minotaur barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+14 vs. AC; 6d6 + 8 damage (crit 44 + 2d6), and the target is knocked prone. Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the oak hammer. Until the rage ends, whenever the minotaur barbarian hits a target with a melee attack, the minotaur barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +4 damage.
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 4 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 +13, Perception +11
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, oversized greataxe, oversized javelin

-1 Level / +1 Level

Minotaur Thaneborn Barbarian [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +11
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 22; Fortitude 24, Reflex 19, Will 20
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 2d6 + 1d6 + 8 damage (crit 26 + 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
□ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+14 vs. AC; 4d6 + 8 acid damage (crit 32 + 2d6), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the minotaur barbarian’s turns, each enemy adjacent to the minotaur barbarian is blinded until the end of the minotaur barbarian’s turn.
○ [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; +17 vs. AC; 6d6 + 8 damage (crit 44 + 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 +3 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 +13, Perception +11
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 15 (+6); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, oversized greataxe, oversized javelin

-1 Level / +1 Level

Minotaur Cunning Bard [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +11
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 5 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
○ [R] Distracting Shout (standard) ✦ Thunder
Ranged 10; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the minotaur bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions 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 1d6 + 4 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 7 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 8 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 +12, Bluff +13
Str 14 (+6); Dex 11 (+4); Wis 10 (+4);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, oversized longsword

-1 Level / +1 Level

Minotaur Valorous Bard [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +11
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 5 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
+14 vs. AC; 2d10 + 7 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 +4 power bonus to AC.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+14 vs. AC; 3d10 + 7 thunder damage, and the minotaur bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the minotaur bard hits a target with an at-will attack power, the minotaur bard slides the target 2 squares to a space that must be adjacent to at least one of the minotaur bard’s allies.
○○ Majestic Word (minor) ✦ Healing
The minotaur bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 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 +4 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 5 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 +10, Athletics +10
Str 14 (+6); Dex 11 (+4); Wis 10 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, oversized longsword

-1 Level / +1 Level

Minotaur Guardian Druid [Level 9 Controller]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +10
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 19, Will 22
Speed 6

● [m] Oversized Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 5 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [M] Goring Charge (standard)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
○ [R] Swirling Winds (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 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 4 damage.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant damage. Miss: 1d10 + 7 radiant 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.
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 +13, Nature +15
Str 14 (+6); Dex 13 (+5); Wis 18 (+8);
Con 18 (+8); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, oversized scythe

-1 Level / +1 Level

Minotaur Predator Druid [Level 9 Controller]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +15
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Speed 7

● [m] Oversized Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 5 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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 4 fire damage.
○ [M] Goring Charge (standard)
+11 vs. AC; 1d6 + 5 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
○ [M] Latch On (standard) ✦ Beast Form
+11 vs. Reflex; 2d10 + 7 damage, and the minotaur druid grabs the target. The target takes a -3 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+11 vs. Reflex; 2d8 + 7 damage, the minotaur druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the minotaur druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the minotaur druid hits an enemy with a melee attack while the minotaur druid is in beast form, the minotaur druid can knock that enemy prone.
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 +15, Perception +15
Str 14 (+6); Dex 16 (+7); Wis 18 (+8);
Con 15 (+6); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, oversized scythe

-1 Level / +1 Level

Minotaur Preserving Invoker [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +10
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6

● [m] Oversized Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d12 + 4 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +11 vs. Reflex; 1d8 + 7 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)
+10 vs. AC; 1d6 + 4 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; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the minotaur invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the minotaur invoker takes 5 psychic damage.
Astral Step (move) ✦ Teleportation
The minotaur invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 12 (+5); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, oversized morningstar

-1 Level / +1 Level

Minotaur Wrathful Invoker [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +10
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 22
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d12 + 4 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The minotaur invoker can use this power as a ranged basic attack.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 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; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the minotaur invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [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 4 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 +12, Religion +10
Str 12 (+5); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, oversized morningstar

-1 Level / +1 Level

Minotaur Bear Shaman [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +15
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 20; Fortitude 22, Reflex 18, Will 22
Speed 6

● [m] Oversized Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d12 + 4 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 4 temporary hit points.
○ [M] Goring Charge (standard)
+10 vs. AC; 1d6 + 4 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; +11 vs. Fortitude; 1d10 + 7 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 +7 bonus to AC against an attack that hits.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
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 14 damage to the spirit, the spirit disappears, and the minotaur shaman takes 9 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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the minotaur shaman’s spirit companion regains 4 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 4 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 +15, Perception +15
Str 13 (+5); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, oversized longspear

-1 Level / +1 Level

Minotaur Panther Shaman [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +15
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 6

● [m] Oversized Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d12 + 4 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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)
+10 vs. AC; 1d6 + 4 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; +11 vs. Will; 2d10 + 7 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 +3 bonus to damage rolls.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The minotaur shaman and each ally within 10 squares of the minotaur shaman regains 5 hit points.
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 14 damage to the spirit, the spirit disappears, and the minotaur shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.

Skills Nature +15, Perception +15
Str 13 (+5); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, oversized longspear

-1 Level / +1 Level

Minotaur Chaos Sorcerer [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +6
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 19, Reflex 20, Will 23
Speed 6

● [r] Oversized Dagger (standard) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d6 + 6 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 1d10 + 10 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: +11 vs. Will; 1d6 + 6 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)
+11 vs. AC; 1d6 + 5 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; +11 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The minotaur sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +11 vs. Fortitude; 2d10 + 10 poison damage. Hit or Miss: The minotaur sorcerer slides the target 4 squares. The target is poisonous to the minotaur sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 6 poison damage. If the minotaur sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
Swift Escape (immediate interrupt) ✦ Teleportation
When the minotaur sorcerer is hit by an area or a close attack.
The minotaur sorcerer teleports 5 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 +3 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 +9, Bluff +13
Str 15 (+6); Dex 16 (+7); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, oversized dagger

-1 Level / +1 Level

Minotaur Dragon Sorcerer [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +6
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 21; Fortitude 21, Reflex 18, Will 23
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+13 vs. AC; 2d4 + 7 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d8 + 11 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 4 fire damage.
○ [M] Goring Charge (standard)
+13 vs. AC; 1d6 + 7 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; +11 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +11 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The minotaur sorcerer gains a +4 power bonus to AC until the end of the encounter.
Sudden Scales (immediate interrupt)
When the minotaur sorcerer is hit by an attack.
The minotaur sorcerer gains a +7 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 +4 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 +9, Athletics +13
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, oversized quarterstaff

-1 Level / +1 Level

Minotaur Earth Warden [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +12
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 26; Fortitude 23, Reflex 20, Will 19
Speed 6

● [m] Oversized Battleaxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+14 vs. AC; 1d12 + 8 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)
+14 vs. AC; 1d6 + 8 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
○ [M] Mountain Hammer (standard) ✦ Weapon
+14 vs. Fortitude; 2d12 + 8 damage, and the target takes a –5 penalty to melee attack rolls 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.
Form of the Oak Sentinel (minor) ✦ Polymorph
The minotaur warden assumes the guardian form of the oak sentinel until the end of the encounter. While the minotaur warden is in this form, the minotaur warden’s melee reach increases by 1. In addition, any enemy that hits the minotaur warden with a melee attack takes 5 damage. 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 within the minotaur warden’s reach makes a melee attack against the minotaur warden’s ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC; 2d12 + 8 damage. Miss: Half damage. Hit or Miss: The minotaur warden becomes the target of the triggering attack, even if the minotaur warden is not within that attack’s range.
● [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 +4 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 +11, Perception +12
Str 20 (+9); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin

-1 Level / +1 Level

Minotaur Wild Warden [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +14
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 18, Will 21
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d8 + 8 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+14 vs. AC; 2d6 + 8 damage (crit 20 + 2d6), and the target is slowed until the end of the minotaur warden’s next turn.
○ [M] Goring Charge (standard)
+14 vs. AC; 1d6 + 8 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
+14 vs. AC; 4d6 + 8 damage (crit 32 + 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 3 psychic damage.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The minotaur warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the minotaur warden is in this form, the minotaur warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the minotaur warden can use the minotaur warden’s second wind as a minor 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: +14 vs. AC; 2d6 + 8 damage (crit 20 + 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; +14 vs. Fortitude; 2d6 + 8 damage (crit 20 + 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 -3 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 +13, Perception +14
Str 20 (+9); Dex 12 (+5); Wis 16 (+7);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
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.