Minotaur NPCs [Level 10]
Minotaur Battle Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 23
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 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)
- +15 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
- +15 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; +15 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.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The minotaur cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+1 hit points.
- ○○ 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 +10
Str 20 (+10); Dex 11 (+5); Wis 16 (+8);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +11
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 18, Will 24
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +12 vs. AC; 1d12 + 5 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d8 + 5 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +12 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)
- +12 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; +12 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; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The minotaur cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ 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 +14, Religion +10
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +8
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 25, Reflex 19, Will 19
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6). Miss: 5 damage.
- ○ [M] Goring Charge (standard)
- +15 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: +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 4d6 + 8 damage (crit 32 + 2d6), and the minotaur fighter slides the target
1 square. Miss: Half damage.
- ○ Into the Fray (minor)
- The minotaur fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +15, Intimidate +10
Str 20 (+10); Dex 13 (+6); Wis 12 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +8
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 27; Fortitude 25, Reflex 23, Will 19
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 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)
- +15 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
- +16 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; +16 vs. AC; 3d10 + 8 damage, and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the minotaur fighter. 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 Heal +11, Intimidate +10
Str 20 (+10); Dex 16 (+8); Wis 12 (+6);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +8
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 26; Fortitude 24, Reflex 19, Will 22
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 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)
- +15 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
- +16 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; +11 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.
- ○ Cleansing Spirit (minor)
- The minotaur paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □ Lay on Hands (minor) ✦ Healing
- The minotaur paladin spends a healing surge but regains no hit points. Instead, one creature touched by the minotaur paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- Ferocity
- If the minotaur paladin is reduced to 0 hit points, the minotaur paladin can make a melee basic attack as a free action before
falling unconscious.
Skills Intimidate +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +8
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 28; Fortitude 23, Reflex 21, Will 23
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d8 + 7 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage, and the minotaur paladin gains 1 temporary hit points.
- ○ [M] Goring Charge (standard)
- +14 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; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 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.
- □ Turn the Tide (standard)
- The minotaur paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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.
- 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 +14, Religion +10
Str 18 (+9); Dex 11 (+5); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +13
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 23, Reflex 23, Will 19
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d12 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +15/+15 vs. AC; 1d10 + 3 damage
(main)/1d8 + 3 damage (off-hand).
Oversized Longbow: Ranged 20/40; +14 vs. AC (twice); 1d12 + 3 damage.
- ○ [M] Goring Charge (standard)
- +14 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; +14 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: +15 vs. AC; 3d10 + 7 damage.
Oversized Longbow: Ranged 20/40; +14 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the minotaur ranger.
The minotaur ranger can shift 1 square and then move 2 squares. The minotaur ranger cannot end the move adjacent to the triggering
enemy.
- 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 +13, Stealth +13
Str 18 (+9); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +13
HP 107; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 24, Reflex 22, Will 19
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d12 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +16/+16 vs. AC; 1d10 + 3 damage
(main)/1d10 + 3 damage (off-hand).
Oversized Longbow: Ranged 20/40; +13 vs. AC (twice); 1d12 + 3 damage.
- ○ [M] Goring Charge (standard)
- +15 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): +16 vs. AC; 2d10 + 8 damage.
Oversized
Longsword (off hand): +16 vs. AC; 1d10 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 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.
- ○ Expeditious Stride (minor)
- Until the end of the minotaur ranger’s next turn, the minotaur ranger’s speed increases by 4, and the minotaur ranger can
shift 1 additional square when shifting.
- 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 +13, Perception +13
Str 20 (+10); Dex 16 (+8); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +7
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 24, Will 19
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d8 + 7 damage.
- ○ [M] Goring Charge (standard)
- +14 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
- +15 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
- +15 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.
- □ Certain Freedom (move)
- The minotaur rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 +14, Thievery +14
Str 18 (+9); Dex 18 (+9); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +12
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 21
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d8 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +15 vs. AC; 1d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +14 vs. AC;
1d8 + 7 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +12 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: +15 vs. AC; 2d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +14 vs. AC;
2d8 + 7 damage.
Miss: Make a secondary attack against the target.
Oversized Short Sword: +15 vs.
AC; 1d8 + 7 damage.
Oversized Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d8 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 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.
- ● Shadow Stride (move)
- The minotaur rogue must be hidden to use this power. The minotaur rogue can move at full speed and must end the movement in
a space where the minotaur rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check
is successful, the minotaur rogue remains during the movement, even if the minotaur rogue has no cover or concealment during
it.
- 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 +14, Thievery +14
Str 15 (+7); Dex 18 (+9); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +8
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 22, Will 23
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 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)
- +11 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; +12 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; +12 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 Leap (move) ✦ Teleportation
- The minotaur warlock can teleport 6 squares, even without a line of sight to the destination. If the minotaur warlock attempts
to teleport to a space the minotaur warlock can’t occupy, the power fails.
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The minotaur warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock can immediately teleport 3 squares.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +13, Bluff +14
Str 12 (+6); Dex 11 (+5); Wis 12 (+6);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +7
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 23; Fortitude 23, Reflex 22, Will 20
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 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)
- +11 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; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains 10 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the minotaur warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +13, Intimidate +11
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +7
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 21; Fortitude 23, Reflex 20, Will 22
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 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)
- +11 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; +11 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; +13 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 +13 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.
- □ Shielding Shades (immediate reaction)
- When the minotaur warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +11, Insight +10
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +7
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 22
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d12 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 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)
- +15 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
- +15 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
- +15 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.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the minotaur warlord’s next turn.
- ○○ 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.
- 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 8 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 +10, History +11
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 14 (+7); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +7
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 24, Reflex 22, Will 20
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 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)
- +15 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
- +16 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
- +16 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- 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 +10, History +13
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 14 (+7); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 23
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +12 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)
- +11 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; +12 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; +12 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).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the minotaur wizard’s space, and the minotaur wizard gains a +6 power bonus to AC. Each time
an attack misses the minotaur wizard, one of the duplicate images disappears and the bonus granted by this power decreases
by 2. When the bonus reaches 0, all the minotaur wizard’s images are gone and the power ends. Otherwise, the effect lasts
for 1 hour.
- ○ 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 +14, Insight +13
Str 12 (+6); Dex 13 (+6); Wis 16 (+8);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +8
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 21
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
- ○ [M] Goring Charge (standard)
- +11 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; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +12 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.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the minotaur wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares
away from the minotaur wizard cannot see the minotaur wizard.
- ○ 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 +14, History +14
Str 12 (+6); Dex 16 (+8); Wis 13 (+6);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +11
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 5 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d8 + 5 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +15 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)
- +12 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
- +15 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
- +15 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.
- □ River of Life (minor) ✦ Healing
- The minotaur avenger gains regeneration 5 until the end of the encounter.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the minotaur avenger makes an attack roll against the minotaur avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Ferocity
- If the minotaur avenger is reduced to 0 hit points, the minotaur avenger can make a melee basic attack as a free action before
falling unconscious.
- Censure of Retribution
- When any enemy other than the minotaur avenger’s oath of enmity target hits the minotaur avenger, the minotaur avenger gains
a +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 +12, Religion +13
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 14 (+7); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +11
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 5 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 2d4 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +15 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)
- +12 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
- +15 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
- +15 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.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the minotaur avenger rolls initiative at the beginning of an encounter.
The minotaur avenger gains a +5 power bonus to the initiative check. The minotaur avenger shifts 3 squares as a free action
when the first creature in the initiative order starts its turn, even if the minotaur avenger is surprised.
- 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 +10, Stealth +13
Str 15 (+7); Dex 16 (+8); Wis 18 (+9);
Con 14 (+7); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +12
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 19
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 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)
- +15 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
- +15 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
- +15 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.
- □ Deny Death (immediate interrupt)
- When the minotaur barbarian drops to 0 hit points or fewer and doesn’t die.
The minotaur barbarian is dying but don’t fall unconscious because of that condition. At the end of the minotaur barbarian’s
next turn, the minotaur barbarian falls unconscious if the minotaur barbarian is still dying.
- 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 +14, Perception +12
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +12
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 21
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 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)
- +15 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
- +15 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; +18 vs. AC; 6d6 + 8 damage (crit 44 + 2d6).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the minotaur barbarian is pulled, pushed, or slid.
The minotaur barbarian negates the forced movement. Until the stance ends, the minotaur barbarian can negate forced movement
against the minotaur barbarian. Stance: This power lasts until the end of the encounter or until the minotaur barbarian uses another stance power.
- 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 +14, Perception +12
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 15 (+7); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +12
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 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)
- +12 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; +12 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; +12 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.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the minotaur bard’s next turn, and the minotaur bard slides
the target 2 squares.
- 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 +13, Bluff +14
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +12
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 23
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 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)
- +12 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
- +15 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
- +15 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.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the minotaur bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
minotaur bard’s next turn.
- 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 +11, Athletics +11
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 18 (+9); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 20, Will 23
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +12 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +12 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; +12 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; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The minotaur druid teleports to a safe place in the Feywild. While the minotaur druid is there, the minotaur druid can’t take
any actions other than using the minotaur druid’s second wind and wild shape. At the end of the minotaur druid’s next turn
or as a move action before then, the minotaur druid reappears in an unoccupied space within 10 squares of the space the minotaur
druid left.
- ● 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.
- 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 +14, Nature +16
Str 14 (+7); Dex 13 (+6); Wis 18 (+9);
Con 18 (+9); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +16
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +12 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; +12 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)
- +12 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
- +12 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
- +12 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the minotaur druid is in beast form, the minotaur druid gains resist 2 to all damage.
- 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 +16, Perception +16
Str 14 (+7); Dex 16 (+8); Wis 18 (+9);
Con 15 (+7); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 4 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +12 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)
- +11 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; +12 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; +12 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.
- ○ 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the minotaur invoker makes an attack roll against the minotaur invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +13
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 23
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 4 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +12 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)
- +11 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; +17 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; +12 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the minotaur invoker makes an attack roll against the minotaur invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +11
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +16
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 21; Fortitude 23, Reflex 19, Will 23
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d12 + 4 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +12 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)
- +11 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; +12 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; +12 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 15 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 10 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the minotaur shaman can move the zone
5 squares.
- ● [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; +12 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 +16, Perception +16
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +16
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 23
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d12 + 4 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +12 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)
- +11 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; +12 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; +12 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 15 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 10 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.
- ● [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; +12 vs. Reflex; 1d10 + 7 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the minotaur shaman can use the minotaur shaman’s call spirit companion power to conjure a
second spirit companion. When the minotaur shaman attacks with a spirit power, the minotaur shaman chooses which spirit companion
to use for the attack. When an effect applies to creatures adjacent to the minotaur shaman’s spirit companion, that effect
applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +16, Perception +16
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +7
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 21, Will 24
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d6 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 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:
+12 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)
- +12 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; +12 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; +12 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.
- □ Chaos Link (immediate reaction)
- When the minotaur sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- 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 +10, Bluff +14
Str 15 (+7); Dex 16 (+8); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +7
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 19, Will 24
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 2d4 + 7 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 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)
- +14 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; +12 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; +12 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.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- 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 +10, Athletics +14
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +13
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 27; Fortitude 24, Reflex 21, Will 20
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 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)
- +15 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
- +15 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.
- □ Shield of Stone (minor)
- The minotaur warden slides one ally within 5 squares by 5 squares. Until the end of the minotaur warden’s next turn, that
ally gains resist 5 to all damage and a +2 power bonus to all defenses.
- □ 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; +15 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 +12, Perception +13
Str 20 (+10); Dex 12 (+6); Wis 13 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +15
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 22
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +15 vs. AC; 2d6 + 8 damage (crit 20 + 2d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 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)
- +15 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
- +15 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.
- □ Returning Strength (minor) ✦ Healing
- The minotaur warden spends a healing surge and regains +5 additional hit points.
- □ 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: +15 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; +15 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.
- 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 +14, Perception +15
Str 20 (+10); Dex 12 (+6); Wis 16 (+8);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
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.