Minotaur NPCs [Level 16]
Minotaur Battle Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 25, Will 30
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the minotaur cleric’s next turn.
- ○ [M] Goring Charge (standard)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +22 vs. AC; 2d12 + 12 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+22 vs. AC; 1d12 + 12 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +22 vs. Will; 2d12 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The minotaur cleric gains a +2 power bonus to AC. The minotaur cleric and each ally within 3 squares gain resist 5 to all
damage until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 18 (+12);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 31
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 9 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d8 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +19 vs. Reflex; 1d8 + 11 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)
- +21 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -4 penalty to all defenses until the end of the minotaur
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the minotaur
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the minotaur cleric and the minotaur cleric’s allies against ranged attacks until the
end of the minotaur cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The minotaur cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The minotaur cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +13
Str 16 (+11); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +11
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 32, Reflex 26, Will 25
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6). Miss: 6 damage.
- ○ [M] Goring Charge (standard)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +22 vs. AC; 4d6 + 17 damage (crit 41 + 4d6), and make a secondary attack against each enemy adjacent to the primary target
and within the minotaur fighter’s melee reach. Secondary Attack: +22 vs. AC; 2d6 + 17 damage (crit 29 + 4d6).
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The minotaur fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the minotaur fighter takes 2d6 + 6 damage damage and is slowed until the end of its turn, as long as
the minotaur fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the minotaur fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The minotaur fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against
one effect that a save can end.
- 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 +19, Intimidate +14
Str 22 (+14); Dex 14 (+10); Wis 13 (+9);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +11
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 33; Fortitude 32, Reflex 30, Will 25
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+23 vs. AC; 1d10 + 12 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Storm of Blows (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 16 damage. Hit or Miss: After the attack, the minotaur fighter can shift 1 square and repeat the
attack against another target within reach. The minotaur fighter can then shift 1 square and repeat the attack against a third
target within reach. After the final attack, the minotaur fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +23 vs. AC; 3d10 + 12 damage. Miss: Half damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +14
Str 22 (+14); Dex 18 (+12); Wis 13 (+9);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +12
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 26, Will 29
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +23 vs. AC; 1d12 + 12 radiant damage. If the minotaur paladin has marked the target, the minotaur paladin gains a +2 bonus
to the damage roll.
- ○ [M] Goring Charge (standard)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +23 vs. AC; 3d12 + 12 radiant damage, and the target is marked until the end of the minotaur paladin’s next turn. The minotaur
paladin can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+23 vs. AC; 4d12 + 12 damage. Miss: Half damage. Hit or Miss: The minotaur paladin can spend a healing surge.
- ● 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 10 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the minotaur paladin is hit by an attack.
The minotaur paladin teleports adjacent to the ally and is hit by the attack instead.
- Ferocity
- If the minotaur paladin is reduced to 0 hit points, the minotaur paladin can make a melee basic attack as a free action before
falling unconscious.
Skills Intimidate +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +12
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 34; Fortitude 30, Reflex 28, Will 30
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d8 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage, and the minotaur paladin gains 2 temporary hit points.
- ○ [M] Goring Charge (standard)
- +23 vs. AC; 2d6 + 11 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d10 + 11 damage, and one ally within 5 squares of the minotaur paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the minotaur paladin and attacks the minotaur paladin or an ally, the minotaur paladin can
make a secondary attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage.
Miss: Half damage.
- □ Death Ward (standard) ✦ Healing
- The minotaur paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the
target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 11 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 +18, Religion +13
Str 20 (+13); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +17
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d12 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +22/+22 vs. AC; 1d10 + 6 damage
(main)/1d8 + 6 damage (off-hand).
Oversized Longbow: Ranged 20/40; +21 vs. AC (twice); 1d12 + 6 damage.
- ○ [M] Goring Charge (standard)
- +23 vs. AC; 2d6 + 11 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +22/+22 vs. AC; 1d10 + 6 damage
(main)/1d8 + 6 damage (off-hand).
Oversized Longbow: Ranged 20/40; +21 vs. AC (twice); 1d12 + 6 damage.
Hit: The target is immobilized until the start of the minotaur ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d12 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d12 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The minotaur ranger shifts 2 squares and makes a saving throw. The minotaur ranger is no longer marked by any enemy.
- ● 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 2d6 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.
- 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 +17, Stealth +17
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +17
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 26
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +20 vs. AC; 1d12 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +23/+23 vs. AC; 1d10 + 6 damage
(main)/1d10 + 6 damage (off-hand).
Oversized Longbow: Ranged 20/40; +20 vs. AC (twice); 1d12 + 6 damage.
- ○ [M] Goring Charge (standard)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Oversized Longsword (main): +23 vs. AC; 1d10 + 12 damage.
Oversized Longsword
(off hand): +23 vs. AC; 1d10 + 12 damage.
If one attack hits, the target takes a -2 penalty to AC until the end
of the minotaur ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the minotaur
ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Oversized Longsword (main): +23 vs. AC; 2d10 + 12 damage.
Oversized
Longsword (off hand): +23 vs. AC; 2d10 + 12 damage.
Alternate main and off-hand weapon attacks until the minotaur
ranger misses or until the minotaur ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 2d6 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 the Blow (immediate interrupt)
- When an enemy hits the minotaur ranger with a melee attack.
Shift 1 square away from the 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.
- 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 +10 hit points.
Skills Nature +17, Perception +17
Str 22 (+14); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +11
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 26
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +22 vs. Reflex; 1d8 + 11 damage.
- ○ [M] Goring Charge (standard)
- +23 vs. AC; 2d6 + 11 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target cannot shift until the end of the minotaur rogue’s next turn. If the target provokes
an opportunity attack from the minotaur rogue before the start of the minotaur rogue’s next turn, the minotaur rogue gains
a +5 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The minotaur rogue can use this power as a minor action if the minotaur rogue has already grabbed a creature. Doing so requires
no attack roll. +22 vs. Reflex; 2d8 + 11 damage, and the minotaur rogue grabs the target. Until the target escapes, the minotaur
rogue has cover, and any melee attack or ranged attack that misses the minotaur rogue hits the target instead. Sustain
Minor: Sustain the grab for another round. The third time the minotaur rogue sustains the grab after using this power,
the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the minotaur rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 3d6 damage.
Skills Acrobatics +18, Thievery +18
Str 20 (+13); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +16
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 31, Will 28
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 9 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d8 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +22 vs. AC; 1d8 + 11 damage.
Oversized Hand Crossbow: Ranged 10/20; +21 vs. AC;
1d8 + 11 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +21 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Oversized Short Sword: +22 vs. AC; 2d8 + 11 damage.
Oversized Hand Crossbow: Ranged 10/20; +21 vs. AC; 2d8 + 11 damage.
Hit: The target slides 2 squares.
Hit or Miss: The minotaur rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Oversized Short Sword: +22 vs. AC; 3d8 + 11 damage.
Oversized Hand Crossbow: Ranged 10/20; +21 vs. AC;
3d8 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d8 + 14 damage
(oversized short sword) or 5d8 + 14 damage (oversized hand crossbow), half damage on a miss, and can score a critical hit
on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The minotaur rogue must already be hidden to use this power. The minotaur rogue is invisible until the minotaur rogue leaves
the minotaur rogue’s current square. No other action that the minotaur rogue performs makes the minotaur rogue visible.
- 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 3d6 damage.
Skills Stealth +18, Thievery +18
Str 16 (+11); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +11
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 30
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +19 vs. Will; until the end of the minotaur warlock’s next turn, the target treats all creatures as enemies for
the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The minotaur warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the minotaur
warlock’s next turn.
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 2d6 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 +17, Bluff +18
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +11
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 27
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [M] Goring Charge (standard)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the minotaur warlock’s next
turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the minotaur
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The minotaur warlock can fly a number of squares equal to the minotaur warlock’s speed + 2. If the minotaur warlock doesn’t
land at the end of this move, the minotaur warlock falls. Until the end of the minotaur warlock’s next turn, the minotaur
warlock is insubstantial, and the minotaur warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 2d6 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 16 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 +17, Intimidate +15
Str 13 (+9); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +11
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 29
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 1d6 + 12 damage.
- ○ [M] Goring Charge (standard)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the minotaur warlock’s next turn. Sustain Minor: Make
a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized
(save ends).
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 2d6 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the minotaur warlock sees through the target’s eyes. The target is not aware that the minotaur warlock is doing
so. The minotaur warlock has line of sight and line of effect from the target for the minotaur warlock’s attacks. The minotaur
warlock’s warlock powers can originate in the target’s square. Each time the minotaur warlock uses a power through this link,
a mystical third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains a +1 bonus to a single d20 roll the minotaur warlock makes during the minotaur warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +15, Insight +14
Str 13 (+9); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +10
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 31, Reflex 26, Will 29
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 1d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +22 vs. Fortitude; 6 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 +4 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Bolstering Blow (standard) ✦ Weapon
- +22 vs. AC; 3d12 + 12 damage, and the minotaur warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +22 vs. AC; 3d12 + 12 damage, and each ally who has line of sight to the minotaur warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the
minotaur warlord regains 14 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the minotaur warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +13, History +15
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +10
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 29, Will 27
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Beat Them into the Ground (standard) ✦ Weapon
- +23 vs. Fortitude; 2d10 + 12 damage, the target is knocked prone, and every ally within 5 squares of the minotaur warlord
makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target
prone on a hit. The minotaur warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
minotaur warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The minotaur warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- Ferocity
- If the minotaur warlord is reduced to 0 hit points, the minotaur warlord can make a melee basic attack as a free action before
falling unconscious.
- Tactical Presence
- When an ally the minotaur warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +14
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 30
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target
is immobilized until the end of the minotaur wizard’s next turn. If the minotaur wizard targets only one creature with this
power, the minotaur wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The minotaur wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 +
11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and
ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject
to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against
each ongoing effect separately.
- ○ 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the minotaur wizard or one ally within 5 squares.
The attacker must reroll the 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 +18, Insight +17
Str 13 (+9); Dex 14 (+10); Wis 18 (+12);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +12
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 28
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
- ○ [M] Goring Charge (standard)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The minotaur wizard or one ally touched by the minotaur wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ Wand of Accuracy (free)
- The minotaur wizard gains a +4 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 +18, History +18
Str 13 (+9); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 9 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d8 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +21 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +22 vs. Will; 2d12 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the minotaur avenger’s next turn or until the minotaur avenger dismisses it as a minor action. Any enemy
that enters the zone is dazed until the end of the minotaur avenger’s next turn. Hit or Miss: Until the end of the
minotaur avenger’s next turn, the minotaur avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +22 vs. AC; 3d12 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the minotaur avenger or that hits or misses the minotaur avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the minotaur avenger can see in within 10 squares. When the minotaur avenger makes a melee attack against
the target and the target is the only enemy adjacent to the minotaur avenger, the minotaur avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the minotaur avenger regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the minotaur avenger fails a saving throw other than a death saving throw.
Until the end of the minotaur avenger’s next turn, the effect the minotaur avenger failed the saving throw against doesn’t
affect the minotaur avenger, but the minotaur avenger makes saving throws against it as normal.
- 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 +4 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 +16, Religion +17
Str 16 (+11); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +15
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 9 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 2d4 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage, and if the target doesn’t end its next turn adjacent to the minotaur avenger, the minotaur avenger
can shift 5 squares as a free action. The minotaur avenger must end that shift closer to the target.
- ○ [M] Goring Charge (standard)
- +21 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +19 vs. Will; 2d8 + 11 thunder damage, and the minotaur avenger teleports the target 5 squares. The minotaur avenger
then teleports to a space adjacent to the target. Until the end of the minotaur avenger’s next turn, any enemy that ends its
turn adjacent to the minotaur avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the minotaur avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The minotaur avenger becomes invisible until the end of the minotaur avenger’s turn.
- ○ [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 +8 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 +14, Stealth +17
Str 16 (+11); Dex 18 (+12); Wis 20 (+13);
Con 15 (+10); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +16
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 30; Fortitude 32, Reflex 27, Will 26
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 2d6 + 2d8 + 12 damage (crit 40 + 4d6). 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 4d6 + 12 damage (crit 36 + 4d6) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 8d6 + 12 damage (crit 60 + 4d6). Miss: Half damage. Hit or Miss: The minotaur barbarian enters the
rage of the hunting lion. Until the rage ends, the minotaur barbarian gains a +2 power bonus to attack rolls against any target
that is granting combat advantage to the minotaur barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the minotaur barbarian gains resist 10 against a damage type of the minotaur barbarian’s choice: acid,
cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the minotaur barbarian uses another stance power.
- ○ Swift Charge (free)
- When the minotaur barbarian’s attack reduces an enemy to 0 hit points.
The minotaur barbarian charges an enemy.
- Ferocity
- If the minotaur barbarian is reduced to 0 hit points, the minotaur barbarian can make a melee basic attack as a free action
before falling unconscious.
- Rageblood Vigor
- Whenever the minotaur barbarian’s attack reduces an enemy to 0 hit points, the minotaur barbarian gains 10 temporary hit points.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +18, Perception +16
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +16
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 30; Fortitude 32, Reflex 27, Will 28
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 2d6 + 2d6 + 12 damage (crit 36 + 4d6). 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Terror’s Cry (standard) ✦ Fear, Weapon
- +22 vs. Fortitude; 6d6 + 12 damage (crit 48 + 4d6). Make a secondary attack against each adjacent enemy. Secondary Attack:
+20 vs. Will; the secondary target moves 2 squares away from the minotaur barbarian as a free action and takes a –4 penalty
to attack rolls until the end of the minotaur barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 6d6 + 12 damage (crit 48 + 4d6), and the minotaur barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The minotaur barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent
to the minotaur barbarian hits or misses the minotaur barbarian, the minotaur barbarian can make a melee basic attack against
that enemy as an immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the minotaur barbarian reducees an enemy to 0 hit points during the minotaur barbarian’s turn.
The minotaur barbarian takes a standard action.
- 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 +4 bonus to the attack roll.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +18, Perception +16
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 16 (+11); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d10 + 11 psychic damage. Until the end of the minotaur bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the minotaur bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the minotaur bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the minotaur bard’s next
turn. While within the zone, the minotaur bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This
power can only be used once per round. The minotaur bard can also slide the target 1 square.
- 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 9 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 +17, Bluff +18
Str 15 (+10); Dex 12 (+9); Wis 11 (+8);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 30
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 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)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Earthquake Strike (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 11 damage, and the minotaur bard knocks the target prone. Until the end of the minotaur bard’s next turn,
each ally within 10 squares of the minotaur bard can knock prone any creature he or she hits and gains a +5 bonus to damage
rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 11 damage, and until the end of the minotaur bard’s next turn, the target is marked by an ally within 10
squares of the minotaur bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy
that is adjacent to any of the minotaur bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This
power can only be used once per round. The minotaur bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the minotaur bard’s next turn. When the
minotaur bard moves, the zone moves with the minotaur bard, remaining centered on the minotaur bard. Any ally who starts his
or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- Ferocity
- If the minotaur bard is reduced to 0 hit points, the minotaur bard can make a melee basic attack as a free action before falling
unconscious.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the minotaur bard reduces an enemy to 0 hit points or bloodies an enemy,
the minotaur bard can grant 8 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 +15, Athletics +14
Str 15 (+10); Dex 12 (+9); Wis 11 (+8);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +15
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 27, Will 30
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the minotaur druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the minotaur druid’s next turn. Any creature that enters the zone or starts its turn
there is slowed until the end of the minotaur druid’s next turn. As a move action, the minotaur druid can move the zone 5
squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning 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.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The minotaur druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +18, Nature +20
Str 15 (+10); Dex 14 (+10); Wis 20 (+13);
Con 20 (+13); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +20
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
- ○ [M] Goring Charge (standard)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +19 vs. Reflex; 2d6 + 11 damage, and until the end of the minotaur druid’s next turn, the minotaur druid can make a melee
basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the minotaur druid that hits or
misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +19 vs. Reflex; 3d8 + 11 damage, and remove from the minotaur druid every effect that a save can end. Miss: Half damage,
and the minotaur druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the minotaur druid can use wild shape to assume the form of a cloud of insects. In this form,
the minotaur druid gains a fly speed equal to the minotaur druid’s speed, and the minotaur druid can hover. The minotaur druid
also becomes insubstantial. When the minotaur druid squeezes, the minotaur druid can move at full speed instead of half speed
and can fit through any opening large enough to accommodate even a single insect. The minotaur druid can’t attack, pick up
anything, or manipulate objects. Until this power ends, the minotaur druid can use wild shape to change among this form, another
beast form, and the minotaur druid’s humanoid form.
- Ferocity
- If the minotaur druid is reduced to 0 hit points, the minotaur druid can make a melee basic attack as a free action before
falling unconscious.
- Primal Predator
- While the minotaur druid is not wearing heavy armor, the minotaur druid gains a +1 bonus to the minotaur druid’s speed.
Skills Nature +20, Perception +20
Str 15 (+10); Dex 18 (+12); Wis 20 (+13);
Con 16 (+11); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 118; Bloodied 59
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +19 vs. Reflex; 1d8 + 11 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)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +19 vs. Fortitude; 3d6 + 11 damage, and the minotaur invoker either slides the target
5 squares or the minotaur invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the minotaur invoker
can teleport a creature within the zone 5 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the minotaur invoker hits the minotaur invoker’s ally.
The minotaur invoker gains a +4 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the minotaur invoker makes an attack roll against the minotaur invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the minotaur invoker’s next turn,
any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, Religion +17
Str 13 (+9); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 122; Bloodied 61
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The minotaur invoker can use this power as a ranged basic attack.
- ○ [M] Goring Charge (standard)
- +19 vs. AC; 2d6 + 7 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the minotaur invoker
targets only one creature. The target takes a –5 penalty to all saving throws until the end of the minotaur invoker’s next
turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the minotaur invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the minotaur invoker’s next turn. The wall provides cover to the
minotaur invoker and the minotaur invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10
+ 11 radiant damage. While the minotaur invoker is within 5 squares of the wall, the minotaur invoker can make the following
attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack,
remove a square of the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The minotaur invoker or one ally within 10 squares gains phasing until the end of the minotaur invoker’s next turn. Sustain
Minor: The effect 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 1d6+5 radiant damage and is pushed 2 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 +17, Religion +15
Str 13 (+9); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +20
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 30
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d12 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the minotaur shaman’s next turn, the minotaur shaman
and the minotaur shaman’s allies gain resist 9 to all damage while adjacent to the minotaur shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the minotaur shaman’s next turn or until it attacks.
- ● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the minotaur shaman’s
spirit companion regains 5 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 5 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 +20, Perception +20
Str 14 (+10); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +20
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 30
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d12 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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 +2 bonus to the attack roll.
- ○ [M] Goring Charge (standard)
- +20 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Reflex; 2d10 + 11 damage. Until the start of the minotaur shaman’s next turn, if an ally adjacent
to the minotaur shaman’s spirit companion misses with an attack, the minotaur shaman can use an immediate interrupt to allow
that ally to reroll the attack with a +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
minotaur shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the minotaur
shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a
move action, the minotaur shaman can move the zone 5 squares.
- ● [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; +19 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +20, Perception +20
Str 14 (+10); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +10
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 28; Fortitude 27, Reflex 28, Will 31
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 1d10 + 17 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:
+19 vs. Will; 1d6 + 12 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)
- +21 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 2d10 + 17 psychic damage, and the minotaur sorcerer knocks the target prone. If the minotaur sorcerer
rolled an even number on the attack roll, the target can’t stand up until the end of the minotaur sorcerer’s next turn. If
the minotaur sorcerer rolled an odd number on the attack roll, the minotaur sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the minotaur sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the minotaur sorcerer rolled an even number on the attack roll,
the minotaur sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity
attack that they provoke (save ends). Miss: Half damage.
- □ Chaos Echoes (immediate reaction)
- When the minotaur sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 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 +6 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 +14, Bluff +18
Str 16 (+11); Dex 18 (+12); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +10
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 29; Fortitude 29, Reflex 26, Will 31
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 2d4 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 1d8 + 18 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 5 fire damage.
- ○ [M] Goring Charge (standard)
- +23 vs. AC; 2d6 + 11 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +19 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the minotaur
sorcerer’s next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the minotaur sorcerer takes 7 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the minotaur sorcerer’s next turn. When the minotaur
sorcerer moves, the zone moves with the minotaur sorcerer, remaining centered on the minotaur sorcerer. The zone is difficult
terrain for the minotaur sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack rolls.
- 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 +7 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 +14, Athletics +18
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +17
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 31, Reflex 27, Will 27
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 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)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +22 vs. AC; 3d12 + 12 damage. Hit or Miss: The target provokes an opportunity attack from the minotaur warden if it
shifts before the end of the minotaur warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The minotaur warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden gains resist 10 lightning, and the minotaur warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the minotaur warden and the minotaur warden is able to take actions, that
enemy is marked until the end of the minotaur warden’s next turn. 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: +22 vs.
AC; 2d12 + 12 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss:
Half damage, and the target is dazed until the end of the minotaur warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the minotaur warden is subjected to an effect that a save can end.
The minotaur warden makes a saving throw against the triggering effect, with a +6 power bonus.
- 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 +5 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 +16, Perception +17
Str 22 (+14); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +19
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 25, Will 29
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d8 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +22 vs. AC; 2d6 + 12 damage (crit 24 + 4d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +24 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 2d6 + 12 radiant damage (crit 24 + 4d6), and the target is blinded until the end of the minotaur warden’s next
turn. If the target is bloodied, the minotaur warden shifts 2 squares.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the charging boar until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during
this encounter, the minotaur warden can make the following attack while the minotaur warden is in this form as a standard
action.
Secondary Attack: Before the attack, the minotaur warden moves the minotaur warden’s speed; +22 vs.
Reflex; 6d6 + 12 damage (crit 48 + 4d6), and the minotaur warden slides the target 2 squares. Miss: Half damage, and
the minotaur warden slides the target 1 square.
- □ Verdant Life (minor) ✦ Healing
- The minotaur warden can spend two healing surges.
- ● [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; +22 vs. Fortitude; 2d6 + 12 damage (crit 24 + 4d6), 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
-4 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 +18, Perception +19
Str 22 (+14); Dex 13 (+9); Wis 18 (+12);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
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.