Minotaur NPCs [Level 19]

Minotaur Battle Cleric [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +15
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 32; Fortitude 32, Reflex 27, Will 32
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+24 vs. AC; 1d12 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+24 vs. AC; 1d12 + 13 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
○ [M] Blinding Light (standard) ✦ Radiant, Weapon
+24 vs. Fortitude; 2d12 + 13 radiant damage, and the target is blinded until the end of the minotaur cleric’s next turn.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+24 vs. AC; 3d12 + 13 damage. Miss: Half damage. Hit or Miss: The minotaur cleric and each ally within 5 squares of the minotaur cleric regains hit points as if the minotaur cleric had each spent a healing surge.
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 +18, Religion +14
Str 23 (+15); Dex 12 (+10); Wis 19 (+13);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment chainmail, oversized morningstar, oversized javelin

-1 Level / +1 Level

Minotaur Devoted Cleric [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 32; Fortitude 29, Reflex 27, Will 33
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d12 + 10 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d8 + 10 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +21 vs. Reflex; 1d8 + 12 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)
+23 vs. AC; 2d6 + 10 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
○ [C] Thunderous Word (standard) ✦ Thunder
Close blast 5; targets enemies; +21 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +21 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the minotaur cleric’s next turn. Enemies that start their turn in this zone take 1d10 + 12 fire damage. 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 +19, Religion +14
Str 16 (+12); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment chainmail, oversized morningstar, oversized javelin

-1 Level / +1 Level

Minotaur Greatweapon Fighter [Level 19 Soldier]

Medium natural humanoid [XP 2400]

Initiative +11; Senses Perception +12
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 34, Reflex 28, Will 27
Speed 5

● [m] Oversized Greataxe (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6).
● [r] Oversized Handaxe (standard) ✦ Weapon
Ranged 5/10; +24 vs. AC; 1d8 + 13 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6). Miss: 6 damage.
○ [M] Goring Charge (standard)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
○ [M] Mountain Breaking Blow (standard) ✦ Weapon
+24 vs. AC; 6d6 + 13 damage (crit 49 + 4d6), and the target is pushed 3 squares. Hit or Miss: After the attack, the minotaur fighter can shift the same distance the minotaur fighter pushed the target. The minotaur fighter must end the move adjacent to the target.
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +24 vs. AC; 6d6 + 13 damage (crit 49 + 4d6). Miss: Half damage. Hit or Miss: Until the start of the minotaur fighter’s next turn, the minotaur fighter can make a secondary attack as a free action against any enemy that starts its turn adjacent to the minotaur fighter. Secondary Attack: +24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6).
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 +20, Intimidate +15
Str 23 (+15); Dex 14 (+11); Wis 13 (+10);
Con 21 (+14); Int 11 (+9); Cha 12 (+10)
Equipment scale armor, oversized greataxe, oversized handaxe

-1 Level / +1 Level

Minotaur Guardian Fighter [Level 19 Soldier]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +12
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 35; Fortitude 34, Reflex 32, Will 27
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+25 vs. AC; 1d10 + 13 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
○ [M] Warrior’s Challenge (standard) ✦ Weapon
+25 vs. AC; 3d10 + 13 damage, and the target is pushed 2 squares. All of the minotaur fighter’s enemies within 2 squares of the target are marked until the end of the minotaur fighter’s next turn.
□ [M] Strike of the Watchful Guard (standard) ✦ Weapon
+25 vs. AC; 4d10 + 13 damage. Hit or Miss: Until the end of the encounter, the minotaur fighter can make a melee basic attack against the target as a free action if the minotaur fighter is adjacent to it and it either shifts or attacks one of the minotaur fighter’s allies.
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 +15, Intimidate +15
Str 23 (+15); Dex 19 (+13); Wis 13 (+10);
Con 16 (+12); Int 11 (+9); Cha 12 (+10)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Avenging Paladin [Level 19 Soldier]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +13
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 34; Fortitude 33, Reflex 28, Will 31
Speed 5

● [m] Oversized Greatsword (standard) ✦ Weapon
+25 vs. AC; 1d12 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+25 vs. AC; 1d12 + 13 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
+25 vs. AC; 3d12 + 13 damage, and the target is pushed 4 squares. The target can’t move nearer to the minotaur paladin on its next turn.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+25 vs. AC; 4d12 + 13 damage. Miss: Half damage. Hit or Miss: The minotaur paladin and allies adjacent to the minotaur paladin gains a +1 power bonus to attack rolls until the end of the encounter.
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 +18, Religion +14
Str 23 (+15); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment plate armor, oversized greatsword, oversized javelin

-1 Level / +1 Level

Minotaur Protecting Paladin [Level 19 Soldier]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +13
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 36; Fortitude 32, Reflex 30, Will 32
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +23 vs. AC; 1d8 + 12 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 damage, and the minotaur paladin gains 2 temporary hit points.
○ [M] Goring Charge (standard)
+25 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
○ [M] Enervating Smite (standard) ✦ Weapon
+24 vs. Will; 2d10 + 12 damage, and the target is weakened until the end of the minotaur paladin’s next turn.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +21 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to the minotaur paladin and the minotaur paladin’s allies until the end of the minotaur paladin’s next turn. Miss: Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the minotaur paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and grant combat advantage to the minotaur paladin and the minotaur paladin’s allies. Sustain Minor: The zone persists.
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 +19, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Archer Ranger [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +14; Senses Perception +18
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 34; Fortitude 32, Reflex 32, Will 28
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 damage.
● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
+24 vs. AC; 1d8 + 12 damage.
● [r] Oversized Longbow (standard) ✦ Weapon
Ranged 20/40; +23 vs. AC; 1d12 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +24/+24 vs. AC; 1d10 + 7 damage (main)/1d8 + 7 damage (off-hand).
Oversized Longbow: Ranged 20/40; +23 vs. AC (twice); 1d12 + 7 damage.
○ [M] Goring Charge (standard)
+25 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +23 vs. AC; 1d12 + 12 damage per attack.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 20/40; two attacks against one creature; +23 vs. AC; 2d12 + 12 damage per attack. If the first attack hits, the minotaur ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. Miss: Half damage per attack.
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 +18, Stealth +18
Str 21 (+14); Dex 21 (+14); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow

-1 Level / +1 Level

Minotaur Two-Blade Ranger [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +18
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 33, Reflex 31, Will 28
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [r] Oversized Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d12 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +25/+25 vs. AC; 1d10 + 7 damage (main)/1d10 + 7 damage (off-hand).
Oversized Longbow: Ranged 20/40; +22 vs. AC (twice); 1d12 + 7 damage.
○ [M] Goring Charge (standard)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +25 vs. AC; 1d10 + 13 damage, and the target is immobilized and knocked prone until the end of the minotaur ranger’s next turn.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Oversized Longsword (first attack; main): +27 vs. AC; 2d10 + 13 damage.
Oversized Longsword (second attack; off hand): +27 vs. AC; 2d10 + 13 damage.
Oversized Longsword (third attack; main): +27 vs. AC; 1d10 + 13 damage.
A target hit once is dazed until the end of the minotaur ranger’s next turn. A target hit twice is stunned until the end of the minotaur ranger’s next turn. A target hit three times is weakened and stunned until the end of the minotaur ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack, the minotaur ranger can shift 1 square.
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 +18, Perception +18
Str 23 (+15); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow

-1 Level / +1 Level

Minotaur Brawny Rogue [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +14; Senses Perception +12
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 31, Reflex 33, Will 28
Speed 6

● [m] Oversized Short Sword (standard) ✦ Weapon
+24 vs. AC; 1d8 + 12 damage.
● [r] Oversized Shuriken (standard) ✦ Weapon
Ranged 6/12; +24 vs. AC; 1d6 + 12 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+24 vs. Reflex; 1d8 + 12 damage.
○ [M] Goring Charge (standard)
+25 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Oversized Short Sword: +24 vs. Fortitude; 3d8 + 12 damage.
Oversized Shuriken: Ranged 6/12; +24 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the minotaur rogue before the start of the minotaur rogue’s next turn, the minotaur rogue can attack it again as an immediate interrupt.
Oversized Short Sword: +24 vs. Fortitude; 2d8 + 12 damage.
Oversized Shuriken: Ranged 6/12; +24 vs. Fortitude; 2d6 + 12 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+24 vs. Fortitude; 4d8 + 12 damage, and the minotaur rogue slides the target 5 squares. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. Miss: The minotaur rogue slides the target 5 squares, and no damage from obstacles.
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 +19, Thievery +19
Str 21 (+14); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment leather armor, oversized short sword, oversized shuriken

-1 Level / +1 Level

Minotaur Trickster Rogue [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +14; Senses Perception +17
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 29, Reflex 33, Will 30
Speed 6

● [m] Oversized Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 10 damage.
● [r] Oversized Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +23 vs. AC; 1d8 + 12 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Oversized Short Sword: +24 vs. AC; 1d8 + 12 damage.
Oversized Hand Crossbow: Ranged 10/20; +23 vs. AC; 1d8 + 12 damage.
The minotaur rogue can move 2 squares before the attack.
○ [M] Goring Charge (standard)
+23 vs. AC; 2d6 + 10 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
○ [M/R] Hounding Strike (standard) ✦ Weapon
Oversized Short Sword: +24 vs. Will; 3d8 + 12 damage.
Oversized Hand Crossbow: Ranged 10/20; +23 vs. Will; 3d8 + 12 damage.
Hit: Until the end of the minotaur rogue’s next turn, the minotaur rogue gains combat advantage against the target and a +1 power bonus to all defenses against its attacks.
□ [M/R] Feinting Flurry (standard) ✦ Weapon
Oversized Short Sword: +24 vs. Will; 5d8 + 12 damage.
Oversized Hand Crossbow: Ranged 10/20; +23 vs. Will; 5d8 + 12 damage.
Hit or Miss: Until the end of the minotaur rogue’s next turn, all of the target’s defenses against the minotaur rogue’s attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
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 +19, Thievery +19
Str 16 (+12); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment leather armor, oversized short sword, oversized hand crossbow

-1 Level / +1 Level

Minotaur Fey-Pact Warlock [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +12
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 32; Fortitude 29, Reflex 31, Will 32
Speed 6

● [m] Oversized Spear (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 1d6 + 12 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)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
○ [R] Thirsting Tendrils (standard) ✦ Healing
Ranged 10; +21 vs. Fortitude; 3d6 + 12 damage, and the minotaur warlock can spend a healing surge, regaining an additional +4 hit points.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +21 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature to attack the minotaur warlock since the minotaur warlock’s last turn. If no one attacked the minotaur warlock since the minotaur warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the minotaur warlock sustains this power, the minotaur warlock can repeat the attack against the target. If the minotaur warlock misses, the minotaur warlock can no longer sustain the power.
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 +18, Bluff +19
Str 13 (+10); Dex 12 (+10); Wis 13 (+10);
Con 16 (+12); Int 19 (+13); Cha 21 (+14)
Equipment leather armor, oversized spear

-1 Level / +1 Level

Minotaur Infernal-Pact Warlock [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +12
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 32; Fortitude 32, Reflex 31, Will 29
Speed 6

● [m] Oversized Mace (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 13 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +22 vs. Reflex; 1d6 + 13 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s next turn, the target takes an extra 1d6 + 13 fire damage.
○ [M] Goring Charge (standard)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +22 vs. Fortitude; the minotaur warlock takes 15 damage, and the target takes 3d10 + 22 damage.
Minions of Malbolge (standard) ✦ Conjuration, Fire
The minotaur warlock conjures flames in the shape of diabolic imps that appear at the minotaur warlock’s feet. The minotaur warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the minotaur warlock takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when the minotaur warlock has no temporary hit points remaining.
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 19 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 +18, Intimidate +16
Str 13 (+10); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 19 (+13); Cha 14 (+11)
Equipment leather armor, oversized mace

-1 Level / +1 Level

Minotaur Star-Pact Warlock [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +12
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 30; Fortitude 32, Reflex 29, Will 31
Speed 6

● [m] Oversized Sickle (standard) ✦ Weapon
+19 vs. AC; 1d8 + 8 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 13 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +22 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the minotaur warlock on its next turn, it takes an extra 1d6 + 13 damage.
○ [M] Goring Charge (standard)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
○ [R] Strand of Fate (standard)
Ranged 10; +20 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the minotaur warlock’s next turn.
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +20 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
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 +16, Insight +15
Str 13 (+10); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 14 (+11); Cha 19 (+13)
Equipment leather armor, oversized sickle

-1 Level / +1 Level

Minotaur Inspiring Warlord [Level 19 Soldier (Leader)]

Medium natural humanoid [XP 2400]

Initiative +12; Senses Perception +11
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 32; Fortitude 33, Reflex 28, Will 31
Speed 5

● [m] Oversized Halberd (standard) ✦ Weapon
Reach 1; +24 vs. AC; 1d12 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Furious Smash (standard) ✦ Weapon
+24 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
○ [M] Battle On (standard) ✦ Weapon
+24 vs. AC; 3d12 + 13 damage, and every ally within 5 squares of the minotaur warlord makes a saving throw with a +4 bonus.
□ [M] Victory Surge (standard) ✦ Weapon
+24 vs. AC; 2d12 + 13 damage. Until the start of the minotaur warlord’s next turn, every ally within 10 squares of the minotaur warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the minotaur warlord’s next turn, one ally of the minotaur warlord’s choice within 10 squares of the minotaur warlord can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the minotaur warlord’s next turn, one ally of the minotaur warlord’s choice within 10 squares of the minotaur warlord can follow up a standard action with a basic attack made as a free action.
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 13 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 +14, History +16
Str 23 (+15); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 14 (+11); Cha 19 (+13)
Equipment chainmail, oversized halberd, oversized javelin

-1 Level / +1 Level

Minotaur Tactical Warlord [Level 19 Soldier (Leader)]

Medium natural humanoid [XP 2400]

Initiative +12; Senses Perception +11
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 34; Fortitude 33, Reflex 31, Will 29
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+25 vs. AC; 1d10 + 13 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
○ [M] Thunderous Fury (standard) ✦ Weapon
+25 vs. AC; 3d10 + 13 damage, and the target is dazed until the end of the minotaur warlord’s next turn. Until the end of the minotaur warlord’s next turn, the minotaur warlord’s allies gain a +4 power bonus to attack rolls against the target.
□ [M] Break the Tempo (standard) ✦ Weapon
+25 vs. AC; 4d10 + 13 damage. Hit or Miss: If the target attacks before the end of the minotaur warlord’s next turn, the minotaur warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the minotaur warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues until the end of the minotaur warlord’s next turn.
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 +14, History +18
Str 23 (+15); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 19 (+13); Cha 14 (+11)
Equipment hide armor, light shield, oversized longsword, oversized javelin

-1 Level / +1 Level

Minotaur Control Wizard [Level 19 Artillery]

Medium natural humanoid [XP 2400]

Initiative +11; Senses Perception +15
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 32
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+19 vs. AC; 2d4 + 8 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +21 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
○ [M] Goring Charge (standard)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
○ [A] Crushing Titan’s Fist (standard) ✦ Force
Area burst 2 within 20; +21 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the minotaur wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of the minotaur wizard’s next turn, and the minotaur wizard can dismiss it as a minor action.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +21 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of difficult terrain that lasts until the end of the minotaur wizard’s next turn. Sustain Minor: When the minotaur wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
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 +19, Insight +18
Str 13 (+10); Dex 14 (+11); Wis 19 (+13);
Con 15 (+11); Int 21 (+14); Cha 12 (+10)
Equipment cloth armor, oversized quarterstaff, orb

-1 Level / +1 Level

Minotaur War Wizard [Level 19 Artillery]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +13
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 30
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+19 vs. AC; 2d4 + 8 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +21 vs. Reflex; 1d6 + 12 fire damage.
○ [M] Goring Charge (standard)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +21 vs. Reflex; 3d6 + 12 force damage, and the target is dazed 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] Acid Wave (standard) ✦ Acid
Close blast 5; +21 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (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 +19, History +19
Str 13 (+10); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 21 (+14); Cha 12 (+10)
Equipment cloth armor, oversized quarterstaff, wand

-1 Level / +1 Level

Minotaur Isolating Avenger [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 32
Speed 6

● [m] Oversized Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d12 + 10 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d8 + 10 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur avenger occupied.
○ [M] Goring Charge (standard)
+23 vs. AC; 2d6 + 10 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
○ [M] Warding Blade (standard) ✦ Thunder, Weapon
+24 vs. AC; 2d12 + 12 thunder damage, and the minotaur avenger pushes any enemy within 2 squares of the minotaur avenger, other than the target, 2 squares. Until the end of the minotaur avenger’s next turn, if any enemy other than the target enters a square adjacent to the minotaur avenger or hits or misses the minotaur avenger from a square within the minotaur avenger’s reach, the minotaur avenger can make a melee basic attack against that enemy as an opportunity action. The minotaur avenger gains a +4 power bonus to the attack roll of the melee basic attack.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +21 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At the start of each of the minotaur avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the target is pulled 2 squares. At the start of the minotaur avenger’s next turn, the target is pulled 3 squares.
○ [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 +17, Religion +18
Str 16 (+12); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 19 (+13); Cha 11 (+9)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol

-1 Level / +1 Level

Minotaur Pursuing Avenger [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +16
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 32
Speed 6

● [m] Oversized Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d12 + 10 damage.
● [r] Oversized Crossbow (standard) ✦ Weapon
Ranged 15/30; +22 vs. AC; 2d4 + 11 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 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)
+23 vs. AC; 2d6 + 10 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
○ [M] Ready the Final Blow (standard) ✦ Weapon
+24 vs. AC; 2d12 + 12 damage, and the target is immobilized until the end of the minotaur avenger’s next turn. The minotaur avenger gains a +6 bonus to the minotaur avenger’s next attack roll against the target before the end of the minotaur avenger’s next turn.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+24 vs. AC; 5d12 + 12 damage. Miss: Half damage. The minotaur avenger gains a +5 power bonus to the minotaur avenger’s next damage roll against the target before the end of the encounter, unless the minotaur avenger attacks another creature first.
○ [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 +15, Stealth +18
Str 16 (+12); Dex 19 (+13); Wis 21 (+14);
Con 15 (+11); Int 12 (+10); Cha 11 (+9)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol

-1 Level / +1 Level

Minotaur Rageblood Barbarian [Level 19 Brute]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +17
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○
AC 32; Fortitude 34, Reflex 29, Will 28
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+24 vs. AC; 2d6 + 2d8 + 13 damage (crit 41 + 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
○ [M] Vigorous Strike (standard) ✦ Weapon
+24 vs. AC; 6d6 + 13 damage (crit 49 + 4d6), and the minotaur barbarian gains 14 temporary hit points.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+24 vs. AC; 8d6 + 13 damage (crit 61 + 4d6), and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the hydra. Until the rage ends, once per round when the minotaur barbarian makes an attack that misses, the minotaur barbarian can make a melee basic attack as a free action.
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 +19, Perception +17
Str 23 (+15); Dex 13 (+10); Wis 12 (+10);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, oversized greataxe, oversized javelin

-1 Level / +1 Level

Minotaur Thaneborn Barbarian [Level 19 Brute]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +17
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○
AC 32; Fortitude 34, Reflex 29, Will 30
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+24 vs. AC; 2d6 + 2d6 + 13 damage (crit 37 + 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
○ [M] Devastating Blow (standard) ✦ Weapon
+24 vs. AC; 8d6 + 13 damage (crit 61 + 4d6), and the target takes a –4 penalty to AC until the end of the minotaur barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+24 vs. AC; 6d6 + 13 damage (crit 49 + 4d6), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The minotaur barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the minotaur barbarian grants combat advantage to the minotaur barbarian and the minotaur barbarian’s allies until the end of its next 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.
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 +19, Perception +17
Str 23 (+15); Dex 13 (+10); Wis 12 (+10);
Con 16 (+12); Int 11 (+9); Cha 19 (+13)
Equipment hide armor, oversized greataxe, oversized javelin

-1 Level / +1 Level

Minotaur Cunning Bard [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 32
Speed 6

● [m] Oversized Longsword (standard) ✦ Weapon
+21 vs. AC; 1d10 + 9 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 1d6 + 12 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)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
○ [R] Shout of Evasion (standard) ✦ Thunder
Ranged 10; +21 vs. Reflex; 2d8 + 12 thunder damage, and the minotaur bard and each ally within 10 squares of the minotaur bard can shift 5 squares as a free action.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +21 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss: The minotaur bard and each ally within 10 squares of the minotaur bard can shift 5 squares 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 +18, Bluff +19
Str 15 (+11); Dex 12 (+10); Wis 11 (+9);
Con 16 (+12); Int 19 (+13); Cha 21 (+14)
Equipment hide armor, light shield, oversized longsword

-1 Level / +1 Level

Minotaur Valorous Bard [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 32
Speed 5

● [m] Oversized Longsword (standard) ✦ Weapon
+21 vs. AC; 1d10 + 9 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 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)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
+24 vs. AC; 2d10 + 12 damage, and the minotaur bard teleports an ally within 10 squares of the minotaur bard to a space adjacent to the minotaur bard and gains a +5 power bonus to attack rolls against the target.
Increasing the Tempo (standard)
One ally within 10 squares target makes four basic attacks as a free 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 +16, Athletics +15
Str 15 (+11); Dex 12 (+10); Wis 11 (+9);
Con 21 (+14); Int 14 (+11); Cha 21 (+14)
Equipment chainmail, light shield, oversized longsword

-1 Level / +1 Level

Minotaur Guardian Druid [Level 19 Controller]

Medium natural humanoid [XP 2400]

Initiative +11; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 29, Will 32
Speed 6

● [m] Oversized Scythe (standard) ✦ Weapon
+20 vs. AC; 2d4 + 9 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+21 vs. Reflex; 1d8 + 12 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; +21 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
○ [M] Goring Charge (standard)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
○ [A] Windstorm (standard)
Area burst 1 within 10; +21 vs. Fortitude; 3d6 + 12 damage, and the target slides 6 squares.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +21 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the minotaur druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The minotaur druid changes from the minotaur druid’s humanoid form to beast form or vice versa. When the minotaur druid changes from beast form back to the minotaur druid’s humanoid form, the minotaur druid shifts 1 square. While the minotaur druid is in beast form, the minotaur druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the minotaur druid can sustain such powers. The minotaur druid can use this power once per round.
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 +19, Nature +21
Str 15 (+11); Dex 14 (+11); Wis 21 (+14);
Con 21 (+14); Int 12 (+10); Cha 11 (+9)
Equipment hide armor, oversized scythe

-1 Level / +1 Level

Minotaur Predator Druid [Level 19 Controller]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +21
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 32
Speed 7

● [m] Oversized Scythe (standard) ✦ Weapon
+20 vs. AC; 2d4 + 9 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+21 vs. Reflex; 1d8 + 12 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; +21 vs. Reflex; 1d6 + 7 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)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
○ [M] Scavenger’s Prize (standard) ✦ Beast Form
+21 vs. Fortitude; 3d10 + 12 damage, the minotaur druid grabs the target and shifts 4 squares, pulling the target with the minotaur druid.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+21 vs. Fortitude; 3d10 + 12 damage, and the minotaur druid grabs the target. Until the grab ends, the target takes 10 damage at the start of the minotaur druid’s turn. Miss: Half damage, and the minotaur druid grabs the target. Hit or Miss: Until the end of the encounter, while the minotaur druid is in beast form, the minotaur druid gains a +2 bonus to AC and Fortitude.
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 +21, Perception +21
Str 15 (+11); Dex 19 (+13); Wis 21 (+14);
Con 16 (+12); Int 12 (+10); Cha 11 (+9)
Equipment hide armor, oversized scythe

-1 Level / +1 Level

Minotaur Preserving Invoker [Level 19 Artillery]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 32
Speed 6

● [m] Oversized Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d12 + 8 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +21 vs. Reflex; 1d8 + 12 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)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
○ [A] Glyph of Three Blades (standard)
Area burst 1 within 10; +21 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the minotaur invoker’s next turn, the target takes 9 damage.
□ [R] Malediction of Gartak (standard)
Ranged 10; +21 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10 damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
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 +18, Religion +18
Str 13 (+10); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 12 (+10)
Equipment hide armor, oversized morningstar

-1 Level / +1 Level

Minotaur Wrathful Invoker [Level 19 Artillery]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +16
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 32, Reflex 29, Will 32
Speed 5

● [m] Oversized Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d12 + 8 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +21 vs. Fortitude; 1d10 + 12 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)
+21 vs. AC; 2d6 + 8 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
○ [R] Blood Debt (standard) ✦ Radiant
Ranged 10; +21 vs. Will; 3d10 + 12 radiant damage, and until the end of the minotaur invoker’s next turn, each creature that the target attacks gains a +6 bonus to its next attack roll against the target.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +21 vs. Fortitude; 7d6 + 12 damage, and the minotaur invoker slides the target 5 squares and knock it prone. Miss: Half damage, and the minotaur invoker slides the target 3 squares and knock it prone.
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 +18, Religion +16
Str 13 (+10); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 12 (+10)
Equipment chainmail, oversized morningstar

-1 Level / +1 Level

Minotaur Bear Shaman [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +21
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 30; Fortitude 32, Reflex 28, Will 32
Speed 6

● [m] Oversized Longspear (standard) ✦ Weapon
Reach 1; +20 vs. AC; 1d12 + 9 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +21 vs. Will; 1d8 + 12 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 5 temporary hit points.
○ [M] Goring Charge (standard)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +21 vs. Will; 3d6 + 12 damage, and each ally adjacent to the minotaur shaman’s spirit companion can spend a healing surge and regains an additional 10 hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +21 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The minotaur shaman conjures a bear spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, the minotaur shaman can move the spirit 5 squares.
The spirit can flank enemies with the minotaur shaman and the minotaur shaman’s allies, and it can make opportunity attacks against the minotaur shaman’s enemies: +21 vs. Reflex; 2d10 + 12 damage.
Call Spirit Companion (minor) ✦ Conjuration
The minotaur shaman conjures the minotaur shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the minotaur shaman falls unconscious or until the minotaur shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the minotaur shaman takes a move action, the minotaur shaman can also move the spirit a number of squares equal to the minotaur shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 19 damage to the spirit, the spirit disappears, and the minotaur shaman takes 14 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; +21 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 +21, Perception +21
Str 14 (+11); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 11 (+9)
Equipment leather armor, oversized longspear

-1 Level / +1 Level

Minotaur Panther Shaman [Level 19 Controller (Leader)]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +21
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 32
Speed 6

● [m] Oversized Longspear (standard) ✦ Weapon
Reach 1; +20 vs. AC; 1d12 + 9 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +21 vs. Fortitude; 1d10 + 12 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)
+22 vs. AC; 2d6 + 9 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
○ [R] Shackles of the Mountain (standard)
Ranged 10; targets one or two creatures; +21 vs. Reflex; 2d10 + 12 damage. Until the end of the minotaur shaman’s next turn, any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the minotaur shaman’s spirit companion.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +21 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the minotaur shaman’s next turn, the minotaur shaman and the minotaur shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before the minotaur shaman’s next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
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 19 damage to the spirit, the spirit disappears, and the minotaur shaman takes 14 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; +21 vs. Reflex; 1d10 + 12 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 +21, Perception +21
Str 14 (+11); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 11 (+9)
Equipment leather armor, oversized longspear

-1 Level / +1 Level

Minotaur Chaos Sorcerer [Level 19 Artillery]

Medium natural humanoid [XP 2400]

Initiative +13; Senses Perception +11
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 29, Reflex 30, Will 33
Speed 6

● [r] Oversized Dagger (standard) ✦ Weapon
Ranged 5/10; +23 vs. AC; 1d6 + 11 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +21 vs. Will; 1d10 + 18 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: +21 vs. Will; 1d6 + 13 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)
+23 vs. AC; 2d6 + 10 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
○ [R] Thunder Summons (standard) ✦ Teleportation, Thunder
Ranged 10; targets one, two, or three creatures; +21 vs. Will; 3d8 + 18 thunder damage, and the minotaur sorcerer teleports the target to a space adjacent to the minotaur sorcerer’s enemy that is nearest to it. If the minotaur sorcerer rolled an even number on the attack roll, the minotaur sorcerer can teleport the target to a space adjacent to the minotaur sorcerer’s ally, not the minotaur sorcerer’s enemy, who is nearest to it.
□ [R] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +21 vs. Reflex; 6d6 + 18 lightning damage. If the minotaur sorcerer rolled an even number on the attack roll, the target is immobilized (save ends). If the minotaur sorcerer rolled an odd number on the attack roll, the target is dazed (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 +15, Bluff +19
Str 16 (+12); Dex 19 (+13); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 21 (+14)
Equipment cloth armor, oversized dagger

-1 Level / +1 Level

Minotaur Dragon Sorcerer [Level 19 Skirmisher]

Medium natural humanoid [XP 2400]

Initiative +11; Senses Perception +11
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 33
Speed 6

● [m] Oversized Quarterstaff (standard) ✦ Weapon
+23 vs. AC; 2d4 + 12 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +21 vs. Reflex; 1d8 + 19 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)
+25 vs. AC; 2d6 + 12 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +21 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing 10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the minotaur sorcerer slides the target 5 squares.
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.
○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
When an enemy moves into a space where it flanks the minotaur sorcerer.
Targets the triggering creature; +21 vs. Reflex; 2d10 + 19 lightning damage and the minotaur sorcerer pushes the target 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.
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 +15, Athletics +19
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 21 (+14)
Equipment cloth armor, oversized quarterstaff

-1 Level / +1 Level

Minotaur Earth Warden [Level 19 Brute]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +18
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○
AC 36; Fortitude 33, Reflex 29, Will 29
Speed 6

● [m] Oversized Battleaxe (standard) ✦ Weapon
+24 vs. AC; 1d12 + 13 damage.
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+24 vs. AC; 1d12 + 13 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)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
○ [M] Eager Vine Strike (standard) ✦ Weapon
+24 vs. AC; 2d12 + 13 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the minotaur warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+24 vs. AC; 4d12 + 13 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss: Half damage, and the target is slowed until the end of the minotaur warden’s next turn. Hit or Miss: Each enemy within 3 squares of the minotaur warden, other than the target, is slowed 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 +17, Perception +18
Str 23 (+15); Dex 13 (+10); Wis 14 (+11);
Con 21 (+14); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin

-1 Level / +1 Level

Minotaur Wild Warden [Level 19 Brute]

Medium natural humanoid [XP 2400]

Initiative +10; Senses Perception +20
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○
AC 33; Fortitude 33, Reflex 27, Will 31
Speed 6

● [m] Oversized Greataxe (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6).
● [r] Oversized Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d8 + 13 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+24 vs. AC; 2d6 + 13 damage (crit 25 + 4d6), and the target is slowed until the end of the minotaur warden’s next turn.
○ [M] Goring Charge (standard)
+26 vs. AC; 2d6 + 13 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+24 vs. Fortitude; 4d6 + 17 damage (crit 41 + 4d6), and the target is weakened until the end of the minotaur warden’s next turn.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the minotaur warden shifts 1 square. +24 vs. AC; 6d6 + 13 damage (crit 49 + 4d6), and ongoing 10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
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; +24 vs. Fortitude; 2d6 + 13 damage (crit 25 + 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 +19, Perception +20
Str 23 (+15); Dex 13 (+10); Wis 19 (+13);
Con 16 (+12); Int 11 (+9); Cha 12 (+10)
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.