Minotaur NPCs [Level 21]
Minotaur Battle Cleric [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +17
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 35, Reflex 29, Will 35
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the minotaur cleric’s next turn.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +27 vs. Fortitude; 2d12 + 15 radiant damage, and the target is blinded until the end of the minotaur cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +27 vs. AC; 3d12 + 15 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 15 squares can spend a healing surge and regain an additional 5d6 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 +20, Religion +16
Str 24 (+17); Dex 13 (+11); Wis 20 (+15);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +18
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 31, Reflex 29, Will 36
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d12 + 11 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 2d8 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +24 vs. Reflex; 2d8 + 14 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)
- +27 vs. AC; 3d6 + 11 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; +24 vs. Reflex; 3d6 + 14 thunder damage, and the target is pushed 8 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; +24 vs. Reflex; 5d10 + 14 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 + 14 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +16
Str 17 (+13); Dex 13 (+11); Wis 22 (+16);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +14
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 37, Reflex 30, Will 30
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6). Miss: 7 damage.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +27 vs. AC; 6d6 + 15 damage (crit 51 + 6d6), 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; +27 vs. AC; 6d6 + 15 damage (crit 51 + 6d6). 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: +27 vs. AC; 2d6 + 15 damage (crit
27 + 6d6).
- □ Iron Warrior (minor) ✦ Healing
- The minotaur fighter spends a healing surge, regaining an additional 2d6 + 6 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 +22, Intimidate +16
Str 24 (+17); Dex 15 (+12); Wis 14 (+12);
Con 22 (+16); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +14
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 30
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+28 vs. AC; 2d10 + 15 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Warrior’s Challenge (standard) ✦ Weapon
- +28 vs. AC; 3d10 + 15 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
- +28 vs. AC; 4d10 + 15 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 +17, Intimidate +16
Str 24 (+17); Dex 20 (+15); Wis 14 (+12);
Con 17 (+13); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +14
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 36, Reflex 30, Will 34
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +28 vs. AC; 2d12 + 15 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d12 + 15 damage, and the target is pushed 5 squares. The target can’t move nearer to the minotaur paladin on
its next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 15 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 14 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 +20, Religion +16
Str 24 (+17); Dex 13 (+11); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 21 Soldier]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +14
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 38; Fortitude 35, Reflex 32, Will 35
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d8 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage, and the minotaur paladin gains 2 temporary hit points.
- ○ [M] Goring Charge (standard)
- +30 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +27 vs. Will; 2d10 + 14 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; +24 vs. Reflex; 3d10 + 14 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 + 8 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 +6 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 15 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 +21, Religion +16
Str 22 (+16); Dex 13 (+11); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 22 (+16)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +16; Senses Perception +19
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 30
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +26 vs. AC; 2d12 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +27/+27 vs. AC; 2d10 + 8 damage
(main)/2d8 + 8 damage (off-hand).
Oversized Longbow: Ranged 20/40; +26 vs. AC (twice); 2d12 + 8 damage.
- ○ [M] Goring Charge (standard)
- +30 vs. AC; 3d6 + 14 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; +26 vs. AC; 1d12 + 14 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +26 vs. AC; 2d12 + 14 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 3d6 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 +19, Stealth +20
Str 22 (+16); Dex 22 (+16); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +19
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 30
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +25 vs. AC; 2d12 + 13 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +28/+28 vs. AC; 2d10 + 8 damage
(main)/2d10 + 8 damage (off-hand).
Oversized Longbow: Ranged 20/40; +25 vs. AC (twice); 2d12 + 8 damage.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 15 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; +28 vs. AC; 1d10 + 15 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): +30 vs. AC; 2d10
+ 15 damage.
Oversized Longsword (second attack; off hand): +30 vs. AC; 2d10 + 15 damage.
Oversized
Longsword (third attack; main): +30 vs. AC; 1d10 + 15 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 3d6 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 +15 hit points.
Skills Nature +19, Perception +19
Str 24 (+17); Dex 20 (+15); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +16; Senses Perception +13
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 34, Reflex 36, Will 30
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +27 vs. Reflex; 2d8 + 14 damage.
- ○ [M] Goring Charge (standard)
- +30 vs. AC; 3d6 + 14 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: +27 vs. Fortitude; 3d8 + 14 damage.
Oversized Shuriken: Ranged 6/12; +27 vs. Fortitude;
3d6 + 14 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: +27 vs. Fortitude;
2d8 + 14 damage.
Oversized Shuriken: Ranged 6/12; +27 vs. Fortitude; 2d6 + 14 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +27 vs. Fortitude; 4d8 + 14 damage, and the minotaur rogue slides the target 6 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 6 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 5d6 damage.
Skills Acrobatics +21, Thievery +21
Str 22 (+16); Dex 22 (+16); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +16; Senses Perception +18
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 31, Reflex 36, Will 33
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d8 + 14 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +27 vs. AC; 2d8 + 14 damage.
Oversized Hand Crossbow: Ranged 10/20; +26 vs. AC;
2d8 + 14 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +27 vs. AC; 3d6 + 11 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: +27 vs. Will; 3d8 + 14 damage.
Oversized Hand Crossbow: Ranged 10/20; +26 vs.
Will; 3d8 + 14 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: +27 vs. Will; 5d8 + 14 damage.
Oversized Hand Crossbow: Ranged 10/20; +26 vs.
Will; 5d8 + 14 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 -5 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 5d6 damage.
Skills Stealth +21, Thievery +21
Str 17 (+13); Dex 22 (+16); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +14
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +24 vs. Will; 2d6 + 14 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)
- +26 vs. AC; 3d6 + 10 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +24 vs. Fortitude; 3d6 + 14 damage, and the minotaur warlock can spend a healing surge, regaining an additional
+5 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +24 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 3d6 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 +20, Bluff +21
Str 14 (+12); Dex 13 (+11); Wis 14 (+12);
Con 17 (+13); Int 20 (+15); Cha 22 (+16)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +13
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 35; Fortitude 35, Reflex 34, Will 31
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +25 vs. Reflex; 2d6 + 15 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +25 vs. Fortitude; the minotaur warlock takes 16 damage, and the target takes 3d10 + 25 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 3d6 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 21 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 +20, Intimidate +17
Str 14 (+12); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 20 (+15); Cha 15 (+12)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +13
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 32; Fortitude 35, Reflex 31, Will 34
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +25 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +23 vs. Reflex; 1d8 + 13 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; +23 vs. Reflex; 4d10 + 13 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 + 8 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 3d6 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 +17, Insight +16
Str 14 (+12); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 15 (+12); Cha 20 (+15)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 21 Soldier (Leader)]
Medium natural humanoid [XP 3200]
Initiative +13; Senses Perception +13
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 36, Reflex 30, Will 34
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d12 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +27 vs. Fortitude; 7 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 +5 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Battle On (standard) ✦ Weapon
- +27 vs. AC; 3d12 + 15 damage, and every ally within 5 squares of the minotaur warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 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 15 squares can spend a healing surge and regain an additional 5d6 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 15 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 +16, History +17
Str 24 (+17); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 15 (+12); Cha 20 (+15)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 21 Soldier (Leader)]
Medium natural humanoid [XP 3200]
Initiative +13; Senses Perception +13
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 31
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Thunderous Fury (standard) ✦ Weapon
- +28 vs. AC; 3d10 + 15 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 +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 15 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 -5 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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20
Str 24 (+17); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +17
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +24 vs. Fortitude; 2d6 + 14 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 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; +24 vs. Reflex; 3d8 + 14 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; +24 vs. Reflex; 2d10 + 14 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 + 8 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 -5 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 +21, Insight +20
Str 14 (+12); Dex 15 (+12); Wis 20 (+15);
Con 16 (+13); Int 22 (+16); Cha 13 (+11)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +14
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 32
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +24 vs. Reflex; 2d6 + 14 fire damage.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 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; +24 vs. Reflex; 3d6 + 14 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; +24 vs. Reflex; 5d6 + 14 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 +5 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 +21, History +21
Str 14 (+12); Dex 20 (+15); Wis 15 (+12);
Con 16 (+13); Int 22 (+16); Cha 13 (+11)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +18
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +24 vs. AC; 2d12 + 11 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 2d8 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 14 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +27 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +27 vs. AC; 2d12 + 14 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 +5 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; +24 vs. Will; 4d8 + 14 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 +5 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 +18, Religion +20
Str 17 (+13); Dex 13 (+11); Wis 22 (+16);
Con 16 (+13); Int 20 (+15); Cha 12 (+11)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +18
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +24 vs. AC; 2d12 + 11 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +25 vs. AC; 4d4 + 13 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 14 damage, and if the target doesn’t end its next turn adjacent to the minotaur avenger, the minotaur avenger
can shift 6 squares as a free action. The minotaur avenger must end that shift closer to the target.
- ○ [M] Goring Charge (standard)
- +27 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 14 damage, and the target is immobilized until the end of the minotaur avenger’s next turn. The minotaur
avenger gains a +7 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
- +27 vs. AC; 5d12 + 14 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 +11 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 +16, Stealth +20
Str 17 (+13); Dex 20 (+15); Wis 22 (+16);
Con 16 (+13); Int 13 (+11); Cha 12 (+11)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +18
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 30
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+27 vs. AC; 4d6 + 3d8 + 15 damage (crit 63 + 6d6). 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +27 vs. AC; 6d6 + 15 damage (crit 51 + 6d6), and the minotaur barbarian gains 16 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +27 vs. AC; 8d6 + 15 damage (crit 63 + 6d6), 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 16 temporary hit points.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +18
Str 24 (+17); Dex 14 (+12); Wis 13 (+11);
Con 22 (+16); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +18
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 33
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+27 vs. AC; 4d6 + 3d6 + 15 damage (crit 57 + 6d6). 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Devastating Blow (standard) ✦ Weapon
- +27 vs. AC; 8d6 + 15 damage (crit 63 + 6d6), and the target takes a –5 penalty to AC until the end of the minotaur barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +27 vs. AC; 6d6 + 15 damage (crit 51 + 6d6), 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the minotaur barbarian is not wearing heavy armor, the minotaur barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +18
Str 24 (+17); Dex 14 (+12); Wis 13 (+11);
Con 17 (+13); Int 12 (+11); Cha 20 (+15)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +18
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 31, Reflex 35, Will 35
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +24 vs. Will; 2d6 + 14 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)
- +27 vs. AC; 3d6 + 11 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; +24 vs. Reflex; 2d8 + 14 thunder damage, and the minotaur bard and each ally within 10 squares of the minotaur
bard can shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +24 vs. Reflex; 3d8 + 14 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 15 squares can spend a healing surge and regain an additional 4d6 + 6 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 10 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 +20, Bluff +21
Str 16 (+13); Dex 13 (+11); Wis 12 (+11);
Con 17 (+13); Int 20 (+15); Cha 22 (+16)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +11; Senses Perception +18
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 32, Will 35
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 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)
- +27 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
- +27 vs. AC; 2d10 + 14 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 +6 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 15 squares can spend a healing surge and regain an additional 4d6 + 6 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 11 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 +17, Athletics +17
Str 16 (+13); Dex 13 (+11); Wis 12 (+11);
Con 22 (+16); Int 15 (+12); Cha 22 (+16)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 21 Controller]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +18
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 37; Fortitude 34, Reflex 31, Will 35
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +23 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +27 vs. AC; 3d6 + 11 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; +24 vs. Fortitude; 3d6 + 14 damage, and the target slides 7 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +24 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 14 damage. Miss: 1d6 + 14 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 3d6 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 +21, Nature +23
Str 16 (+13); Dex 15 (+12); Wis 22 (+16);
Con 22 (+16); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 21 Controller]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +23
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 31, Reflex 34, Will 35
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +23 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d6 + 8 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 6 fire damage.
- ○ [M] Goring Charge (standard)
- +27 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +24 vs. Fortitude; 3d10 + 14 damage, the minotaur druid grabs the target and shifts 5 squares, pulling the target with the
minotaur druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +24 vs. Fortitude; 3d10 + 14 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 +23, Perception +23
Str 16 (+13); Dex 20 (+15); Wis 22 (+16);
Con 17 (+13); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +18
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +22 vs. AC; 2d12 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +24 vs. Reflex; 2d8 + 14 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)
- +26 vs. AC; 3d6 + 10 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; +24 vs. Reflex; 2d8 + 14 damage. If the target moves more than 1 square before the end of the minotaur
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +24 vs. Will; 5d6 + 14 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 +5 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 +20, Religion +20
Str 14 (+12); Dex 14 (+12); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 13 (+11)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +18
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 35, Reflex 31, Will 35
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +22 vs. AC; 2d12 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The minotaur invoker can use this power as a ranged basic attack.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +24 vs. Will; 3d10 + 14 radiant damage, and until the end of the minotaur invoker’s next turn, each creature that
the target attacks gains a +7 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +24 vs. Fortitude; 7d6 + 14 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 2d6+6 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 +20, Religion +17
Str 14 (+12); Dex 14 (+12); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 13 (+11)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +23
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 32; Fortitude 35, Reflex 30, Will 35
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 2d12 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Will; 2d8 + 14 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +26 vs. AC; 3d6 + 10 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; +24 vs. Will; 3d6 + 14 damage, and each ally adjacent to the minotaur shaman’s spirit companion can spend a healing
surge and regains an additional 12 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 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: +24 vs. Reflex; 2d10 + 14 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 20 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 15 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 5d6 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; +24 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the minotaur shaman’s
spirit companion regains 6 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 6 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 +23, Perception +23
Str 15 (+12); Dex 14 (+12); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 12 (+11)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 21 Controller (Leader)]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +23
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 32, Reflex 33, Will 35
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 2d12 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Fortitude; 2d10 + 14 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)
- +26 vs. AC; 3d6 + 10 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; +24 vs. Reflex; 2d10 + 14 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; +24 vs. Reflex; 4d8 + 14 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 20 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 15 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 5d6 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; +24 vs. Reflex; 2d10 + 14 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +23, Perception +23
Str 15 (+12); Dex 14 (+12); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 12 (+11)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 21 Artillery]
Medium natural humanoid [XP 3200]
Initiative +15; Senses Perception +13
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 33; Fortitude 31, Reflex 33, Will 36
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d6 + 13 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +24 vs. Will; 2d10 + 23 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:
+24 vs. Will; 1d6 + 17 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)
- +27 vs. AC; 3d6 + 11 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; +24 vs. Will; 3d8 + 23 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; +24 vs. Reflex; 6d6 + 23 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 +9 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 +16, Bluff +21
Str 17 (+13); Dex 20 (+15); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 22 (+16)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 21 Skirmisher]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +13
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 34, Reflex 30, Will 36
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 4d4 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +24 vs. Reflex; 2d8 + 24 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 6 fire damage.
- ○ [M] Goring Charge (standard)
- +30 vs. AC; 3d6 + 14 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; +24 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 6 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 -6 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; +24 vs. Reflex; 2d10 + 24 lightning damage and the minotaur sorcerer pushes the target 6
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 +10 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 +16, Athletics +21
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 22 (+16)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +19
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 36, Reflex 32, Will 31
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 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)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 15 damage. The target is immobilized and takes a -6 penalty to AC and Reflex until the end of the minotaur
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +27 vs. AC; 4d12 + 15 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 +7 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 +6 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 +19, Perception +19
Str 24 (+17); Dex 14 (+12); Wis 15 (+12);
Con 22 (+16); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 21 Brute]
Medium natural humanoid [XP 3200]
Initiative +12; Senses Perception +22
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 36; Fortitude 36, Reflex 30, Will 34
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d8 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +27 vs. AC; 4d6 + 15 damage (crit 39 + 6d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +27 vs. Fortitude; 4d6 + 20 damage (crit 44 + 6d6), 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. +27 vs. AC; 6d6 + 15 damage (crit 51 + 6d6), 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; +27 vs. Fortitude; 4d6 + 15 damage (crit 39 + 6d6), 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
-5 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 +21, Perception +22
Str 24 (+17); Dex 14 (+12); Wis 20 (+15);
Con 17 (+13); Int 12 (+11); Cha 13 (+11)
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.