Minotaur NPCs [Level 23]
Minotaur Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +18
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 31, Will 37
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d12 + 16 damage. The next attack roll the minotaur cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +29 vs. AC; 3d12 + 16 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.
- □ Purify (standard)
- Every effect that a save can end is removed from the minotaur cleric and each ally within 10 squares.
- ○○○ 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 +17
Str 24 (+18); Dex 13 (+12); Wis 20 (+16);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +19
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 31, Will 38
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d8 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The minotaur cleric and
each ally in the burst gain a +5 power bonus to AC until the end of the minotaur cleric’s next turn and can spend a healing
surge. Add +5 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The minotaur cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the minotaur cleric within
5 squares of its previous location.
- ○○○ 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 +22, Religion +17
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +15
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 39, Reflex 32, Will 32
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6). Miss: 7 damage.
- ○ [M] Goring Charge (standard)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 8d6 + 22 damage (crit 70 + 6d6).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +29 vs. AC; 6d6 + 16 damage (crit 52 + 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: +29 vs. AC; 2d6 + 16 damage (crit
28 + 6d6).
- □ No Surrender (no action) ✦ Healing
- When the minotaur fighter’s hit points drop to 0 or lower.
The minotaur fighter regains hit points up to one-half the minotaur fighter’s maximum hit points. However, the minotaur fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +23, Intimidate +17
Str 24 (+18); Dex 15 (+13); Wis 14 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +15
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 32
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d10 + 16 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
minotaur fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d10 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 16 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The minotaur fighter gains an action point that the minotaur fighter must spend during the minotaur fighter’s current turn.
- 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 +18, Intimidate +17
Str 24 (+18); Dex 20 (+16); Wis 14 (+13);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +15
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 36
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d12 + 16 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d12 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the minotaur paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d12 + 16 thunder damage, and
the target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 16 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.
- □ Cleansing Burst (minor)
- The minotaur paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- 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 +17
Str 24 (+18); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +15
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 37
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d8 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the minotaur paladin gains 2 temporary hit points.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +26 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +26 vs. Reflex; 3d10 + 15 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 + 9 fire damage
and grant combat advantage to the minotaur paladin and the minotaur paladin’s allies. Sustain Minor: The zone persists.
- ● 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.
- □ United in Faith (minor) ✦ Healing
- The minotaur paladin and each ally within 5 squares can spend a healing surge.
- 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 +22, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +20
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d12 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +29/+29 vs. AC; 2d10 + 9 damage
(main)/2d8 + 9 damage (off-hand).
Oversized Longbow: Ranged 20/40; +28 vs. AC (twice); 2d12 + 9 damage.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +28 vs. Fortitude; 4d12 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d12 + 15 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.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the minotaur ranger’s turn, enemies treat the minotaur ranger as invisible if the minotaur ranger has cover
or concealment from them. An enemy still knows the square occupied by the minotaur ranger if it saw the minotaur ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 +20, Stealth +21
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +20
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 32
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d12 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +30/+30 vs. AC; 2d10 + 9 damage
(main)/2d10 + 9 damage (off-hand).
Oversized Longbow: Ranged 20/40; +27 vs. AC (twice); 2d12 + 9 damage.
- ○ [M] Goring Charge (standard)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Oversized Longsword (main): +30 vs. AC; 2d10 + 16 damage.
Oversized
Longsword (off hand): +30 vs. AC; 2d10 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack
rolls until the end of the minotaur ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit
or Miss: If any adjacent creature makes an attack against the minotaur ranger and misses before the start of the minotaur
ranger’s next turn, make a melee basic attack against it with both the minotaur ranger’s main weapon and the minotaur ranger’s
off-hand weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Oversized Longsword (first attack; main): +32 vs. AC; 2d10
+ 16 damage.
Oversized Longsword (second attack; off hand): +32 vs. AC; 2d10 + 16 damage.
Oversized
Longsword (third attack; main): +32 vs. AC; 1d10 + 16 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.
- □ Hit the Dirt (immediate interrupt)
- When the minotaur ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +20, Perception +20
Str 24 (+18); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +14
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 32
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +29 vs. Reflex; 2d8 + 15 damage.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- □ [M] Flying Foe (standard) ✦ Weapon
- +29 vs. Fortitude; 4d8 + 15 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.
- ○ Dazzling Acrobatics (move)
- The minotaur rogue can shift twice the minotaur rogue’s speed. The minotaur rogue can climb at full speed as part of this
move. If an enemy attacks the minotaur rogue while the minotaur rogue shifts, the minotaur rogue gains a +4 bonus to AC against
that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the minotaur rogue.
Targets the creature the minotaur rogue’s ally damaged; +29 vs. AC; 2d8 + 15 damage.
- 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 +22, Thievery +22
Str 22 (+17); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +19
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 35
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 12 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d8 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +29 vs. AC; 2d8 + 15 damage.
Oversized Hand Crossbow: Ranged 10/20; +28 vs. AC;
2d8 + 15 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Oversized Short Sword: +29 vs. AC; 4d8 + 15 damage.
Oversized Hand Crossbow: Ranged 10/20; +28 vs. AC;
4d8 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other
than the minotaur rogue. The minotaur rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Oversized Short Sword: +29 vs. Will; 5d8 + 15 damage.
Oversized Hand Crossbow: Ranged 10/20; +28 vs.
Will; 5d8 + 15 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 from the Light (minor)
- The minotaur rogue must already be hidden to use this power. The minotaur rogue is invisible until the end of the encounter
or until the minotaur rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- 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 +22, Thievery +22
Str 17 (+14); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +15
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 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)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +26 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the minotaur warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +26 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.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The minotaur warlock becomes invisible until the start of the minotaur warlock’s next turn and teleports 20 squares. The minotaur
warlock leaves behind an illusory image of the minotaur warlock that persists as long as the minotaur warlock is invisible.
This image stands in place, takes no actions, and uses the minotaur warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the minotaur warlock makes an attack, the minotaur
warlock becomes visible. Sustain Standard: The minotaur warlock remains invisible as long as the minotaur warlock doesn’t
make an attack.
- ● 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 +21, Bluff +22
Str 14 (+13); Dex 13 (+12); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +14
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 33
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [M] Goring Charge (standard)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ 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.
- ● 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The minotaur warlock grows wings and gains a fly speed equal to the minotaur warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock gains 23 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 +21, Intimidate +18
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 20 (+16); Cha 15 (+13)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +14
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 34; Fortitude 37, Reflex 33, Will 36
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 2d6 + 16 damage.
- ○ [M] Goring Charge (standard)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +25 vs. Will; 4d10 + 14 damage, and the minotaur warlock can swap places with the target. After swapping places
with the target, the minotaur warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +25 vs. Reflex; 4d10 + 14 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 + 9 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.
- ○ Entropic Ward (minor)
- Until the end of the minotaur warlock’s next turn, anyone who attacks the minotaur warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the minotaur warlock gains a cumulative +1 power bonus to the
minotaur warlock’s next attack roll.
- ● 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 +18, Insight +17
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 15 (+13); Cha 20 (+16)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +14
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 38, Reflex 32, Will 36
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d12 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d12 + 16 damage, and the target is weakened until the end of the minotaur warlord’s next turn. Until the end
of the encounter, the minotaur warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 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.
- □ Heart of the Titan (standard)
- The minotaur warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ 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 16 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 +17, History +18
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 15 (+13); Cha 20 (+16)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +14
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 33
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d10 + 16 damage, and an ally of the minotaur warlord’s choice within 5 squares of the minotaur warlord takes
a standard action. The minotaur warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the minotaur
warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 16 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.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the minotaur warlord slides each target 5 squares.
- ○○○ 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 +17, History +21
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the minotaur wizard’s next turn, or the minotaur wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The minotaur wizard gains two extra standard actions, which the minotaur wizard can’t use to attack other creatures.
- ○ 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.
- 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 +22, Insight +21
Str 14 (+13); Dex 15 (+13); Wis 20 (+16);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +15
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 34
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [M] Goring Charge (standard)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The minotaur wizard and each ally within 5 squares gain a speed of fly 8 until the end of the minotaur wizard’s next turn.
Sustain Minor: The minotaur wizard can sustain this power until the end of the encounter or for 5 minutes. If the minotaur
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +22, History +22
Str 14 (+13); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +19
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 12 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d8 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 15 damage, and until the end of the minotaur avenger’s next turn, the minotaur avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the minotaur avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the minotaur avenger before the end of the minotaur avenger’s next turn. Hit or Miss: Until
the end of the minotaur avenger’s next turn, the minotaur avenger gains a +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the minotaur avenger to 0 hit points or fewer and doesn’t kill you.
The minotaur avenger is dying but doesn’t fall unconscious. Until the end of the minotaur avenger’s next turn, the minotaur
avenger doesn’t take any damage after the triggering attack, and the minotaur avenger gains a +4 bonus to attack rolls. At
the end of the minotaur avenger’s next turn, the minotaur avenger falls unconscious if the minotaur avenger is still dying.
- 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 +19, Religion +21
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 20 (+16); Cha 12 (+12)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +19
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 12 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 4d4 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d12 + 15 radiant damage, and if the target is not adjacent to the minotaur avenger at the start of the minotaur
avenger’s next turn, the minotaur avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the minotaur avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the
target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d12 + 15 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the minotaur avenger gains phasing, and the minotaur avenger takes half damage from opportunity
attacks.
- ○ [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 +17, Stealth +21
Str 17 (+14); Dex 20 (+16); Wis 22 (+17);
Con 16 (+14); Int 13 (+12); Cha 12 (+12)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 32
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 4d6 + 3d8 + 16 damage (crit 64 + 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 8d6 + 22 damage (crit 70 + 6d6), and the target cannot regain hit points until the start of the minotaur barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 8d6 + 16 damage (crit 64 + 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.
- ○ Swift Charge (free)
- When the minotaur barbarian’s attack reduces an enemy to 0 hit points.
The minotaur barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the minotaur barbarian is hit by an attack.
Until the end of the minotaur barbarian’s next turn, the minotaur barbarian gains resist 17 to all damage.
- 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 +22, Perception +19
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 35
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 4d6 + 3d6 + 16 damage (crit 58 + 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 10d6 + 16 damage (crit 76 + 6d6), and each enemy adjacent to the minotaur barbarian takes a –5 penalty to attack
rolls until the end of the minotaur barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +29 vs. AC; 6d6 + 16 damage (crit 52 + 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.
- □ Untouched (minor)
- The minotaur barbarian makes a saving throw against each effect on the minotaur barbarian that a save can end. The minotaur
barbarian gains a +3 bonus to each saving throw.
- ○ [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.
- 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 +22, Perception +19
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 17 (+14); Int 12 (+12); Cha 20 (+16)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +19
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +26 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the minotaur bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the minotaur bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 3d8 + 15 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.
- ○○○ 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.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 +21, Bluff +22
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 37
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Weal and Woe (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the minotaur bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 +18, Athletics +18
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 33, Will 37
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the minotaur
druid’s next turn. Hit or Miss: Until the end of the minotaur druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the minotaur druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The minotaur druid and each ally with 5 squares grows revitalizing roots. Until the end of the minotaur druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The minotaur druid changes from the minotaur druid’s humanoid form to beast form or vice versa. When the minotaur druid changes
from beast form back to the minotaur druid’s humanoid form, the minotaur druid shifts 1 square. While the minotaur druid is
in beast form, the minotaur druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
minotaur druid can sustain such powers. The minotaur druid can use this power once per round.
- Ferocity
- If the minotaur druid is reduced to 0 hit points, the minotaur druid can make a melee basic attack as a free action before
falling unconscious.
- Primal Guardian
- While the minotaur druid is not wearing heavy armor, the minotaur druid can use the minotaur druid’s Constitution modifier
in place of the minotaur druid’s Dexterity or Intelligence modifier to determine the minotaur druid’s AC.
Skills Heal +22, Nature +24
Str 16 (+14); Dex 15 (+13); Wis 22 (+17);
Con 22 (+17); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +24
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the minotaur druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the minotaur druid uses wild shape to change into beast form, the minotaur druid
becomes insubstantial and gain phasing until the end of the minotaur druid’s turn.
- Ferocity
- If the minotaur druid is reduced to 0 hit points, the minotaur druid can make a melee basic attack as a free action before
falling unconscious.
- Primal 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 +24, Perception +24
Str 16 (+14); Dex 20 (+16); Wis 22 (+17);
Con 17 (+14); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d12 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 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)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the minotaur invoker’s next turn. Until
the end of the minotaur invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 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.
- □ Covenant of Vengeance (minor)
- Choose either the minotaur invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the minotaur invoker and the minotaur invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the minotaur invoker’s next 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.
- 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 +21, Religion +21
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 13 (+12)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 37
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d12 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the minotaur invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 +21, Religion +18
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 13 (+12)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +24
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 34; Fortitude 37, Reflex 32, Will 37
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d12 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the minotaur shaman’s next turn, any ally takes half damage
from any source while adjacent to the minotaur shaman’s spirit companion. Each ally adjacent to the minotaur shaman’s spirit
companion gains 6 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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: +26 vs. Reflex; 2d10 + 15 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 21 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 16 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.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the minotaur shaman and the minotaur shaman’s allies are insubstantial.
- ● [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; +26 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 +24, Perception +24
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 12 (+12)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +24
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 37
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d12 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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)
- +28 vs. AC; 3d6 + 11 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the minotaur shaman’s next turn, when any ally adjacent
to the minotaur shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5
damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 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 the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 16 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.
- ● [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; +26 vs. Reflex; 2d10 + 15 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 +24, Perception +24
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 12 (+12)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +14
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 35; Fortitude 33, Reflex 35, Will 38
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +26 vs. Will; 2d10 + 24 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:
+26 vs. Will; 1d6 + 18 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)
- +29 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [R] Plates of Ice (standard) ✦ Cold
- Ranged 20; +26 vs. Fortitude; 4d6 + 24 cold damage, and the target is weakened until the end of the minotaur sorcerer’s next
turn. If the minotaur sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 6d6 + 24 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.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the minotaur sorcerer’s next turn, the minotaur sorcerer becomes insubstantial, the minotaur sorcerer gains
a fly speed equal to the minotaur sorcerer’s speed, and the minotaur sorcerer can hover.
- 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 +17, Bluff +22
Str 17 (+14); Dex 20 (+16); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +14
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 38
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d8 + 25 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)
- +32 vs. AC; 3d6 + 15 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +26 vs. Reflex; 5d6 + 25 acid damage. Until the end of the minotaur sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +26 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.
- □ Platinum Scales (immediate interrupt)
- When the minotaur sorcerer is hit by an attack.
Until the end of the encounter, the minotaur sorcerer gains a +6 power bonus to all defenses.
- 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 +17, Athletics +22
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +20
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 38, Reflex 34, Will 33
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 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)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the minotaur warden pulls the target 2 squares to a space that
must be adjacent to the minotaur warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC;
3d12 + 16 damage. Special: If either attack hits, the target is also slowed until the start of the minotaur warden’s
next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +29 vs. AC; 4d12 + 16 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.
- □ Panacea (minor)
- The minotaur warden makes a saving throw with a +4 power bonus. The minotaur warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the minotaur warden that is within 5 squares of the minotaur warden makes an attack that does not
include the minotaur warden as a target.
Targets the triggering enemy; The minotaur warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Ferocity
- If the minotaur warden is reduced to 0 hit points, the minotaur warden can make a melee basic attack as a free action before
falling unconscious.
- Earthstrength
- When the minotaur warden uses the minotaur warden’s second wind, the minotaur warden gains an additional +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 +20, Perception +20
Str 24 (+18); Dex 14 (+13); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +23
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 36
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d8 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 4d6 + 16 damage (crit 40 + 6d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +33 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 6d6 + 16 damage (crit 52 + 6d6), and the target is dazed until the end of the minotaur warden’s next turn. Until
the end of the minotaur warden’s next turn, the minotaur warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the minotaur warden shifts 1 square. +29 vs. AC; 6d6 + 16 damage (crit 52 + 6d6), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The minotaur warden spends a healing surge. In addition, the minotaur warden regains the use of an encounter attack power
the minotaur warden has already used during this encounter.
- ● [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; +29 vs. Fortitude; 4d6 + 16 damage (crit 40 + 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 +22, Perception +23
Str 24 (+18); Dex 14 (+13); Wis 20 (+16);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
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.