Minotaur NPCs [Level 26]
Minotaur Battle Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +20
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 40, Reflex 34, Will 40
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 17 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +34 vs. AC; 4d12 + 17 damage. The next attack roll the minotaur cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +32 vs. AC; 6d12 + 17 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 6d6 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 +23, Religion +19
Str 25 (+20); Dex 13 (+14); Wis 21 (+18);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +21
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 41
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 13 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d8 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +29 vs. Reflex; 2d8 + 16 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)
- +32 vs. AC; 3d6 + 13 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; +29 vs. Will; 3d8 + 16 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +29 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the
minotaur cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 6d6 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 +24, Religion +19
Str 17 (+16); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +17
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 42, Reflex 35, Will 35
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6). Miss: 7 damage.
- ○ [M] Goring Charge (standard)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +32 vs. AC; 8d6 + 23 damage (crit 71 + 6d6).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +32 vs. AC; 12d6 + 17 damage (crit 89 + 6d6), and all of the minotaur fighter’s enemies that the minotaur fighter can see
are marked until the end of the minotaur fighter’s next turn. Miss: The power is not expended.
- □ 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 +25, Intimidate +19
Str 25 (+20); Dex 15 (+15); Wis 14 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +17
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 42, Reflex 40, Will 35
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+33 vs. AC; 2d10 + 17 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Fangs of Steel (standard) ✦ Weapon
- +33 vs. AC; 3d10 + 22 damage, and make a secondary attack against one creature adjacent to the primary target and within the
minotaur fighter’s melee reach. Secondary Attack: +33 vs. AC; 2d10 + 22 damage.
- □ 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the minotaur fighter uses a fighter power, the minotaur fighter can score a critical hit on a roll of 19–20, and
the minotaur fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the minotaur fighter
takes 1d10 + 10 damage damage and ongoing 10 damage (save ends), as long as the minotaur fighter is able to make opportunity
attacks. Stance: This power lasts until the end of the encounter or until the minotaur fighter uses another stance power.
- 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 +20, Intimidate +19
Str 25 (+20); Dex 21 (+18); Wis 14 (+15);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +17
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 41, Reflex 35, Will 39
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +33 vs. AC; 2d12 + 17 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +33 vs. AC; 3d12 + 17 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: +33 vs. AC; 1d12 + 17 thunder damage, and
the target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +33 vs. AC; 4d12 + 17 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the minotaur paladin when it attacks (save ends). The minotaur paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d12 damage.
- ● 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 +23, Religion +19
Str 25 (+20); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +17
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 43; Fortitude 40, Reflex 37, Will 40
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d8 + 16 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage, and the minotaur paladin gains 2 temporary hit points.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 16 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; +29 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +29 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the minotaur paladin’s next turn.
- ● 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 +24, Religion +19
Str 23 (+19); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +22
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 40, Reflex 40, Will 35
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +31 vs. AC; 2d12 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +32/+32 vs. AC; 2d10 + 10 damage
(main)/2d8 + 10 damage (off-hand).
Oversized Longbow: Ranged 20/40; +31 vs. AC (twice); 2d12 + 10 damage.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 16 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; +31 vs. Fortitude; 4d12 + 16 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +31 vs. AC; 3d12 + 16 damage. Miss: Half damage.
- □ 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 +22, Stealth +23
Str 23 (+19); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +22
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 41; Fortitude 41, Reflex 39, Will 35
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +30 vs. AC; 2d12 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +33/+33 vs. AC; 2d10 + 10 damage
(main)/2d10 + 10 damage (off-hand).
Oversized Longbow: Ranged 20/40; +30 vs. AC (twice); 2d12 + 10 damage.
- ○ [M] Goring Charge (standard)
- +36 vs. AC; 3d6 + 17 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): +33 vs. AC; 2d10 + 17 damage.
Oversized
Longsword (off hand): +33 vs. AC; 2d10 + 17 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Oversized Longsword/Oversized Longsword: +33/+33 vs. AC; 2d10 + 17 damage (main)/2d10
+ 17 damage (off-hand).
Oversized Longbow: Ranged 20/40; +30 vs. AC (twice); 2d12 + 15 damage.
Miss:
Half damage per attack. Hit or Miss: After making these attacks, the minotaur ranger can shift 2 squares.
- ● 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 +22, Perception +22
Str 25 (+20); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +16
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 39, Reflex 41, Will 35
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +32 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +32 vs. Reflex; 2d8 + 16 damage.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 16 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +32 vs. Will; 6d8 + 16 damage, and the minotaur rogue becomes invisible. The minotaur rogue shifts into any square adjacent
to the target and reappear at the start of the minotaur rogue’s next turn. The minotaur rogue has combat advantage against
the target until the end of the minotaur rogue’s next turn. Miss: Half damage, the minotaur rogue can shift 1 square
to another square adjacent to the target, and the minotaur rogue has combat advantage against the target until the end of
the minotaur rogue’s next turn.
- ○ 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; +32 vs. AC; 2d8 + 16 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 +24, Thievery +24
Str 23 (+19); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +21
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 36, Reflex 41, Will 38
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 13 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d8 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +32 vs. AC; 2d8 + 16 damage.
Oversized Hand Crossbow: Ranged 10/20; +31 vs. AC;
2d8 + 16 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 13 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: +32 vs. AC; 4d8 + 16 damage.
Oversized Hand Crossbow: Ranged 10/20; +31 vs. AC;
4d8 + 16 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] Hamstring (standard) ✦ Weapon
- Oversized Short Sword: +32 vs. AC; 4d8 + 16 damage.
Oversized Hand Crossbow: Ranged 10/20; +31 vs. AC;
4d8 + 16 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage,
and the target takes ongoing 5 damage and is slowed (save ends both).
- □ 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 +24, Thievery +24
Str 17 (+16); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +17
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 40
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 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)
- +31 vs. AC; 3d6 + 12 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; +29 vs. Fortitude; 3d8 + 16 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +29 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the minotaur warlock takes damage,
the minotaur warlock makes a +29 vs. Will attack against the target; if the attack hits, the minotaur warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the minotaur warlock is
adjacent to the target, the images of the minotaur warlock both begin to flow together, such that anyone who attacks one has
a 50% chance of accidentally hitting the other instead.
- □ 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 +23, Bluff +24
Str 14 (+15); Dex 13 (+14); Wis 14 (+15);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +16
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 40, Reflex 39, Will 36
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 2d6 + 17 fire damage.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +30 vs. Reflex; 4d8 + 17 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +30 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the minotaur warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 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 26 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 +23, Intimidate +20
Str 14 (+15); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +16
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 40, Reflex 36, Will 39
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 2d6 + 17 damage.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +28 vs. Will; 4d10 + 15 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +30 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the minotaur warlock’s
next turn. Miss: Half damage, and the target is dazed until the end 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.
- ○ 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 +20, Insight +19
Str 14 (+15); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +16
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 41, Reflex 35, Will 39
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +32 vs. AC; 2d12 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +32 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)
- +36 vs. AC; 3d6 + 17 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
- +32 vs. AC; 3d12 + 17 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] White Raven’s Call (standard) ✦ Weapon
- +32 vs. AC; 6d12 + 17 damage, and the minotaur warlord and all of the minotaur warlord’s allies within 10 squares of the minotaur
warlord makes saving throws against any single effect that a save can end. Miss: Each of the minotaur warlord’s allies
within 10 squares of the minotaur warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ 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 6d6 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 18 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 +19, History +20
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +16
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 36
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Sudden Assault (standard) ✦ Weapon
- +33 vs. AC; 1d10 + 17 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +32 vs. AC; 6d8 + 17 damage. Until the end of the encounter, the minotaur warlord’s allies add +5 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 6d6 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 +19, History +23
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +20
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 40
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 12 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; +29 vs. Fortitude; 4d6 + 16 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ 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 +24, Insight +23
Str 14 (+15); Dex 15 (+15); Wis 21 (+18);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +17
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 37
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +29 vs. Reflex; 4d6 + 16 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: +29
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +29 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +29 vs. Fortitude, Reflex, Will. The minotaur wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 +
16 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all,
or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing
effect separately.
- □ 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 +24, History +24
Str 14 (+15); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +21
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 13 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d8 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 16 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +32 vs. AC; 3d12 + 16 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +32 vs. Fortitude; 6d12 + 16 damage, and the target takes 10 damage at the start of its turn if the minotaur avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the minotaur
avenger is within 5 squares of it (save ends).
- ○ [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 +21, Religion +23
Str 17 (+16); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +21
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 13 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +30 vs. AC; 4d4 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 16 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)
- +32 vs. AC; 3d6 + 13 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
- +32 vs. AC; 4d12 + 16 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +29 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the minotaur avenger can teleport to a space adjacent to the target as a minor
action. The minotaur avenger doesn’t need line of sight to the destination space. Aftereffect: The minotaur avenger
can teleport to a space adjacent to the target as a free action once. The minotaur avenger doesn’t need line of sight to the
destination space.
- ○ [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 +19, Stealth +23
Str 17 (+16); Dex 21 (+18); Wis 23 (+19);
Con 16 (+16); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +21
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 41; Fortitude 42, Reflex 38, Will 35
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+32 vs. AC; 4d6 + 3d8 + 17 damage (crit 65 + 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Fatal Strike (standard) ✦ Weapon
- +32 vs. AC; 8d6 + 23 damage (crit 71 + 6d6), and the target cannot regain hit points until the start of the minotaur barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +32 vs. AC; 14d6 + 17 damage (crit 101 + 6d6), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The minotaur barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the minotaur barbarian hits with an attack, the minotaur barbarian gains 12 temporary hit points. If that attack already grants
temporary hit points to the minotaur barbarian, add +2 to the number of temporary hit points the minotaur barbarian gains.
- ○ 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 19 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 +24, Perception +21
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +21
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 42, Reflex 38, Will 38
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+32 vs. AC; 4d6 + 3d6 + 17 damage (crit 59 + 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)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Berserker’s Shout (standard) ✦ Fear, Weapon
- +32 vs. AC; 10d6 + 17 damage (crit 77 + 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +32 vs. AC; 14d6 + 17 thunder damage (crit 101 + 6d6), and the minotaur barbarian knocks the target prone. Miss: Half
damage. Hit or Miss: The minotaur barbarian enters the rage of the stone tempest. Until the rage ends, the minotaur
barbarian can score a critical hit on a roll of 18–20.
- □ 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 +24, Perception +21
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 17 (+16); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +21
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 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)
- +32 vs. AC; 3d6 + 13 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; +29 vs. Reflex; 3d8 + 16 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +29 vs. Will; the minotaur bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the minotaur bard’s choice, and the target is then stunned until the end of the minotaur
bard’s next turn. Miss: The target is dazed until the end of the minotaur bard’s next turn.
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +23, Bluff +24
Str 16 (+16); Dex 13 (+14); Wis 12 (+14);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +14; Senses Perception +21
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 40
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 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)
- +32 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Weal and Woe (standard) ✦ Weapon
- +32 vs. AC; 3d10 + 16 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the minotaur bard. The target deals half damage to any of the minotaur bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +20, Athletics +20
Str 16 (+16); Dex 13 (+14); Wis 12 (+14);
Con 23 (+19); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +21
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 42; Fortitude 39, Reflex 36, Will 40
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +32 vs. AC; 3d6 + 13 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; +29 vs. Reflex; 2d6 + 16 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +29 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the minotaur druid’s next turn. While the zone persists, the minotaur druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +29 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ 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 +24, Nature +26
Str 16 (+16); Dex 15 (+15); Wis 23 (+19);
Con 23 (+19); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +26
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 36, Reflex 39, Will 40
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Reflex; 2d6 + 10 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)
- +32 vs. AC; 3d6 + 13 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; +29 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the minotaur druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +29 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the minotaur druid
shifts 5 squares. Hit or Miss: Until the end of the encounter, while the minotaur druid is in beast form the minotaur
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the minotaur
druid.
- ● 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 +26, Perception +26
Str 16 (+16); Dex 21 (+18); Wis 23 (+19);
Con 17 (+16); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +21
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +29 vs. Reflex; 2d8 + 16 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)
- +31 vs. AC; 3d6 + 12 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +29 vs. Will; 5d6 + 16 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +29 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ 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 +23, Religion +23
Str 14 (+15); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +21
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 40
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d12 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +29 vs. Fortitude; 2d10 + 16 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)
- +31 vs. AC; 3d6 + 12 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; +29 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the minotaur invoker’s
next turn, it takes 16 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +29 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ 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 +23, Religion +20
Str 14 (+15); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +26
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 37; Fortitude 40, Reflex 35, Will 40
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d12 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Will; 2d8 + 16 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +31 vs. AC; 3d6 + 12 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; +29 vs. Reflex; 2d10 + 16 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +29 vs. Reflex; 3d6 + 16 lightning damage, and the minotaur shaman teleports the target 10
squares. Miss: Half damage, and the minotaur shaman teleports the target 5 squares. Hit or Miss: The minotaur
shaman teleports each ally in the blast 10 squares.
- ● 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 23 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 18 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 6d6 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; +29 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 +26, Perception +26
Str 15 (+15); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +26
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 40
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d12 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Fortitude; 2d10 + 16 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)
- +31 vs. AC; 3d6 + 12 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; +29 vs. Fortitude; 4d6 + 16 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 23 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 18 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 6d6 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; +29 vs. Reflex; 2d10 + 16 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 +26, Perception +26
Str 15 (+15); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +16
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 41
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d6 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 2d10 + 25 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:
+29 vs. Will; 1d6 + 19 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)
- +32 vs. AC; 3d6 + 13 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; +29 vs. Fortitude; 4d6 + 25 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 +
19 cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 4d12 + 25 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the minotaur sorcerer can make a secondary attack against the target if it is within 10 squares of the minotaur
sorcerer (save ends): +29 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the minotaur sorcerer rolled an even number on the secondary attack
roll, the minotaur sorcerer chooses the creature that the target attacks.
- ○ 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 +19, Bluff +24
Str 17 (+16); Dex 21 (+18); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +16
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 39, Reflex 35, Will 41
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +31 vs. AC; 4d4 + 16 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +29 vs. Reflex; 2d8 + 26 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)
- +35 vs. AC; 3d6 + 16 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; +29 vs. Reflex; 5d6 + 26 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +29 vs. Reflex; 7d6 + 26 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the minotaur sorcerer’s turns, the minotaur sorcerer can slide one enemy within 3 squares of the minotaur
sorcerer 2 squares as a free action.
- □ 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 +19, Athletics +24
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +22
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 44; Fortitude 41, Reflex 37, Will 36
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 17 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 17 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)
- +36 vs. AC; 3d6 + 17 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; +32 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: +34 vs. AC;
3d12 + 17 damage. Special: If either attack hits, the target is also slowed until the start 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the jungle lord until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden gains a climb speed equal to the minotaur warden’s speed and a +2 bonus to Reflex. In
addition, whenever the minotaur warden hits a target with a melee attack, the minotaur warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the minotaur warden slides the target 2 squares after that forced
movement. Once during this encounter, the minotaur warden can make the following attack while the minotaur warden is in this
form as a standard action.
Secondary Attack: +32 vs. AC; 4d12 + 17 damage, and the minotaur warden slides the
target 1 square. Miss: Half damage.
- ● [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 +22, Perception +22
Str 25 (+20); Dex 14 (+15); Wis 15 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +25
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 41, Reflex 35, Will 39
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d8 + 17 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +32 vs. AC; 4d6 + 17 damage (crit 41 + 6d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +36 vs. AC; 3d6 + 17 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +32 vs. AC; 6d6 + 17 damage (crit 53 + 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.
- □ 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the blood wolf until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the minotaur warden has combat advantage against a target that the minotaur warden hits with a melee
attack, the minotaur warden can knock that target prone. Once during this encounter, the minotaur warden can make the following
attack while the minotaur warden is in this form as a standard action.
Secondary Attack: +32 vs. AC; 10d6 +
17 damage (crit 77 + 6d6), and the target grants combat advantage to the minotaur warden (save ends). Miss: Half damage,
and the target grants combat advantage to the minotaur warden until the end of the minotaur warden’s next turn.
- ● [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; +32 vs. Fortitude; 4d6 + 17 damage (crit 41 + 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 +24, Perception +25
Str 25 (+20); Dex 14 (+15); Wis 21 (+18);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
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.