Minotaur NPCs [Level 30]
Minotaur Battle Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +23
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 37, Will 44
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage, and one ally within 5 squares gains a +8 power bonus to melee attack rolls against the target
until the end of the minotaur cleric’s next turn.
- ○ [M] Goring Charge (standard)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +40 vs. AC; 4d12 + 19 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 7d12 + 19 radiant damage. Miss: Half damage.
- □ 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 +26, Religion +21
Str 26 (+23); Dex 13 (+16); Wis 22 (+21);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Devoted Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +24
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 45
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 14 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d8 + 14 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur cleric must charge as part of the attack.
- ○ [A] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The minotaur cleric and
each ally in the burst regain 16 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the minotaur cleric’s next turn. Sustain Minor: When
the minotaur cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 +
18 lightning damage if the minotaur cleric hits and half damage if the minotaur cleric misses.
- □ 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 +27, Religion +21
Str 17 (+18); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment chainmail, oversized morningstar, oversized javelin
-1 Level / +1 Level
Minotaur Greatweapon Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +19
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 46, Reflex 38, Will 38
Speed 5
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6).
- ● [r] Oversized Handaxe (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6). Miss: 8 damage.
- ○ [M] Goring Charge (standard)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +36 vs. Reflex; 8d6 + 19 damage (crit 67 + 6d6), and the target takes a –2 penalty to AC until the end of the minotaur fighter’s
next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +36 vs. AC; 14d6 + 19 damage (crit 103 + 6d6). 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 +28, Intimidate +21
Str 26 (+23); Dex 15 (+17); Wis 14 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, oversized greataxe, oversized handaxe
-1 Level / +1 Level
Minotaur Guardian Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +19
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 46, Reflex 44, Will 38
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+37 vs. AC; 2d10 + 19 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur fighter must charge as part of the attack.
- ○ [M] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+37 vs. AC; 4d10 + 19 damage, and the minotaur fighter takes half damage from the target’s attacks until the end of the minotaur
fighter’s next turn. Hit or Miss: The minotaur fighter gains a +2 power bonus to AC until the end of the minotaur fighter’s
next turn.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +37 vs. AC; 5d10 + 19 damage. Miss: Half 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.
- 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 +22, Intimidate +21
Str 26 (+23); Dex 22 (+21); Wis 14 (+17);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Avenging Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +19
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 45, Reflex 38, Will 43
Speed 5
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +37 vs. AC; 2d12 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +37 vs. AC; 2d12 + 19 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +37 vs. Will; 2d12 + 19 damage, the target is stunned until the end of the minotaur paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the minotaur paladin. Secondary Attack: +37 vs.
Will; 1d12 + 19 damage, and the target is stunned until the end of the minotaur paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +37 vs. AC; 7d12 + 19 damage and make a secondary attack against each enemy within 10 squares of the minotaur paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +37 vs. Fortitude; The target is blinded 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.
- □ 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 +26, Religion +21
Str 26 (+23); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment plate armor, oversized greatsword, oversized javelin
-1 Level / +1 Level
Minotaur Protecting Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +19
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 40, Will 44
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d8 + 18 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and the minotaur paladin gains 2 temporary hit points.
- ○ [M] Goring Charge (standard)
- +39 vs. AC; 3d6 + 18 damage, and the target is knocked prone. The minotaur paladin must charge as part of the attack.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +33 vs. Will; 4d8 + 18 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +33 vs. Will; 5d10 + 18 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 18 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 16 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 +27, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, heavy shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Archer Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +24
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 38
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [m] Off-hand Oversized Short Sword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d12 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Short Sword: +36/+36 vs. AC; 2d10 + 11 damage
(main)/2d8 + 11 damage (off-hand).
Oversized Longbow: Ranged 20/40; +35 vs. AC (twice); 2d12 + 11 damage.
- ○ [M] Goring Charge (standard)
- +39 vs. AC; 3d6 + 18 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +35 vs. AC; 1d12 + 18 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +35 vs. AC; 2d12 + 18 damage per attack. If the first attack hits, the minotaur
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
normally. Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the minotaur ranger’s turn, enemies treat the minotaur ranger as invisible if the minotaur ranger has cover
or concealment from them. An enemy still knows the square occupied by the minotaur ranger if it saw the minotaur ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The minotaur ranger can designate the nearest visible enemy as the minotaur ranger’s quarry. Once per round when hitting this
quarry, the minotaur ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until
the minotaur ranger designates a different target as the quarry. The minotaur ranger can only designate one enemy as quarry
at a time.
- Ferocity
- If the minotaur ranger is reduced to 0 hit points, the minotaur ranger can make a melee basic attack as a free action before
falling unconscious.
- Archer Fighting Style
- The minotaur ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The minotaur ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +24, Stealth +26
Str 24 (+22); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, oversized longsword, oversized short sword, oversized longbow
-1 Level / +1 Level
Minotaur Two-Blade Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +24
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 45; Fortitude 45, Reflex 43, Will 38
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage.
- ● [m] Off-hand Oversized Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage.
- ● [r] Oversized Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d12 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Oversized Longsword/Oversized Longsword: +37/+37 vs. AC; 2d10 + 11 damage
(main)/2d10 + 11 damage (off-hand).
Oversized Longbow: Ranged 20/40; +34 vs. AC (twice); 2d12 + 11 damage.
- ○ [M] Goring Charge (standard)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur ranger must charge as part of the attack.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 1d10 + 19 damage. Hit or Miss: The minotaur ranger can shift 3
squares, and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the minotaur ranger with a melee attack.
Two attacks against triggering enemy.
Oversized Longsword (main): +37 vs. AC; 3d10 + 19 damage.
Oversized
Longsword (off hand): +37 vs. AC; 1d10 + 19 damage.
If both attacks hit, the target’s attack misses. Miss:
Half damage with the main weapon, and no damage with the off-hand weapon.
- □ 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 +24, Perception +24
Str 26 (+23); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, oversized longsword, oversized longsword, oversized longbow
-1 Level / +1 Level
Minotaur Brawny Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +18
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 43, Reflex 45, Will 38
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Oversized Shuriken (standard) ✦ Weapon
- Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +36 vs. Reflex; 2d8 + 18 damage.
- ○ [M] Goring Charge (standard)
- +39 vs. AC; 3d6 + 18 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +36 vs. AC; 5d8 + 18 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Oversized Short Sword: +36 vs. AC; 7d8 + 18 damage.
Oversized Shuriken: Ranged 6/12; +36 vs. AC; 7d6
+ 18 damage.
Hit: If the minotaur rogue has combat advantage against the target, double any extra damage from
Sneak Attack or a critical hit. Miss: Half damage.
- ○ 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.
- 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 +27, Thievery +27
Str 24 (+22); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment leather armor, oversized short sword, oversized shuriken
-1 Level / +1 Level
Minotaur Trickster Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +23
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 45, Will 42
Speed 6
- ● [m] Oversized Short Sword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 14 damage.
- ● [r] Oversized Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d8 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Oversized Short Sword: +36 vs. AC; 2d8 + 18 damage.
Oversized Hand Crossbow: Ranged 10/20; +35 vs. AC;
2d8 + 18 damage.
The minotaur rogue can move 2 squares before the attack.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur rogue must charge as part of the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 3d8 + 18 damage. If the target makes a melee attack against the minotaur
rogue before the end of the minotaur rogue’s next turn, the minotaur rogue can make it attack another creature of the minotaur
rogue’s choice instead, including itself.
- □ [M/R] Immobilizing Strike (standard) ✦ Weapon
- Oversized Short Sword: +36 vs. Fortitude; 5d8 + 18 damage.
Oversized Hand Crossbow: Ranged 10/20; +35
vs. Fortitude; 5d8 + 18 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving
throw, it is slowed (save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the
target is slowed (save ends). Saving throws against this effect take a –5 penalty.
- □ 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 +27, Thievery +27
Str 17 (+18); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment leather armor, oversized short sword, oversized hand crossbow
-1 Level / +1 Level
Minotaur Fey-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +19
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Oversized Spear (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +33 vs. Will; 3d10 + 18 damage. In addition, the first time the target rolls a d20 on its next turn, the minotaur
warlock can steal that result. The target rerolls, and the minotaur warlock uses the stolen result for the minotaur warlock’s
next d20 roll. The minotaur warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +33 vs. Will; on the target’s next turn, The minotaur warlock dictates its standard, move, and minor actions. The
target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such
as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its
next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the minotaur warlock can’t sustain
this power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The minotaur warlock becomes invisible until the start of the minotaur warlock’s next turn and teleports 20 squares. The minotaur
warlock leaves behind an illusory image of the minotaur warlock that persists as long as the minotaur warlock is invisible.
This image stands in place, takes no actions, and uses the minotaur warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the minotaur warlock makes an attack, the minotaur
warlock becomes visible. Sustain Standard: The minotaur warlock remains invisible as long as the minotaur warlock doesn’t
make an attack.
- ● Warlock’s Curse (minor)
- The minotaur warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
minotaur warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The minotaur warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The minotaur warlock can immediately teleport 3 squares.
- Ferocity
- If the minotaur warlock is reduced to 0 hit points, the minotaur warlock can make a melee basic attack as a free action before
falling unconscious.
Skills Arcana +26, Bluff +27
Str 14 (+17); Dex 13 (+16); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment leather armor, oversized spear
-1 Level / +1 Level
Minotaur Infernal-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +18
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 39
Speed 6
- ● [m] Oversized Mace (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 2d6 + 19 fire damage. If the minotaur warlock takes damage before the end of the minotaur warlock’s
next turn, the target takes an extra 2d6 + 19 fire damage.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the minotaur
warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned
(save ends). Sustain Minor: If the minotaur warlock spends a minor action to sustain the power, the target’s return
is delayed until the end of the minotaur warlock’s next turn. The minotaur warlock can sustain the power no more than three
times. Miss: Half damage, and the target does not disappear.
- ● 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 30 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 +26, Intimidate +22
Str 14 (+17); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 22 (+21); Cha 15 (+17)
Equipment leather armor, oversized mace
-1 Level / +1 Level
Minotaur Star-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +18
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 39, Will 43
Speed 6
- ● [m] Oversized Sickle (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the minotaur warlock on its next turn,
it takes an extra 2d6 + 19 damage.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur warlock must charge as part of the attack.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +34 vs. Will; 2d10 + 19 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the minotaur warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The minotaur warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the minotaur warlock sustains this power, the minotaur warlock takes 2d10 damage.
- ● 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 +22, Insight +21
Str 14 (+17); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 15 (+17); Cha 22 (+21)
Equipment leather armor, oversized sickle
-1 Level / +1 Level
Minotaur Inspiring Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +18
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 45, Reflex 38, Will 43
Speed 5
- ● [m] Oversized Halberd (standard) ✦ Weapon
- Reach 1; +36 vs. AC; 2d12 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +36 vs. Fortitude; 8 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 +6 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [M] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+36 vs. AC; 4d12 + 19 damage, and until the end of the minotaur warlord’s next turn, any ally who has line of sight to the
minotaur warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +36 vs. AC; 6d12 + 19 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.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +36 vs. AC; 7d12 + 19 damage. Hit or Miss: The minotaur warlord and each ally within 5 squares of the minotaur warlord
gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the minotaur warlord’s next turn. Sustain
Minor: The effect continues.
- ○○○ 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 21 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 +21, History +22
Str 26 (+23); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 15 (+17); Cha 22 (+21)
Equipment chainmail, oversized halberd, oversized javelin
-1 Level / +1 Level
Minotaur Tactical Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +18
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 45, Reflex 43, Will 39
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur warlord must charge as part of the attack.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. Reflex; 3d10 + 19 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the minotaur warlord slides each target 6 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.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the minotaur warlord’s ally.
As part of this action, the minotaur warlord can move twice the minotaur warlord’s speed to reach the target without provoking
opportunity attacks. Targets the attacking creature; +37 vs. AC; 7d10 + 19 damage, and the target’s attack misses. Miss:
Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked
ally can spend a healing surge.
- 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 +6 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 +21, History +26
Str 26 (+23); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, light shield, oversized longsword, oversized javelin
-1 Level / +1 Level
Minotaur Control Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the minotaur wizard’s next turn.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the minotaur wizard controls its actions. The
minotaur wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 -6 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 +27, Insight +26
Str 14 (+17); Dex 15 (+17); Wis 22 (+21);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, oversized quarterstaff, orb
-1 Level / +1 Level
Minotaur War Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +19
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 40
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur wizard must charge as part of the attack.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 +6 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 +27, History +27
Str 14 (+17); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, oversized quarterstaff, wand
-1 Level / +1 Level
Minotaur Isolating Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +24
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 14 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d8 + 14 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 18 damage, and the minotaur avenger shifts 1 square, sliding the target 1 square into the space the minotaur
avenger occupied.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +36 vs. Will; 3d12 + 18 damage, and the minotaur avenger teleports each enemy within 5 squares of the minotaur avenger, other
than the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The minotaur
avenger regains hit points as if the minotaur avenger had spent a healing surge. Until the end of the encounter, any enemy
that ends its turn adjacent to the minotaur avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the minotaur avenger can see in within 10 squares. When the minotaur avenger makes a melee attack against
the target and the target is the only enemy adjacent to the minotaur avenger, the minotaur avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the minotaur avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the minotaur avenger makes an attack roll against the minotaur avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- □ 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 +6 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 +23, Religion +26
Str 17 (+18); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 22 (+21); Cha 12 (+16)
Equipment cloth armor, oversized greatsword, oversized javelin, holy symbol
-1 Level / +1 Level
Minotaur Pursuing Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +24
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Oversized Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d12 + 14 damage.
- ● [r] Oversized Crossbow (standard) ✦ Weapon
- Ranged 15/30; +34 vs. AC; 4d4 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 18 damage, and if the target doesn’t end its next turn adjacent to the minotaur avenger, the minotaur avenger
can shift 7 squares as a free action. The minotaur avenger must end that shift closer to the target.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur avenger must charge as part of the attack.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +42 vs. AC; 4d12 + 18 damage. Hit or Miss: If the target is still alive and not adjacent to the minotaur avenger at
the end of its next turn, the minotaur avenger regains the use of this power. The minotaur avenger can regain the use of this
power in this manner once per encounter.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d12 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the minotaur avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +12 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 +21, Stealth +26
Str 17 (+18); Dex 22 (+21); Wis 24 (+22);
Con 16 (+18); Int 13 (+16); Cha 12 (+16)
Equipment cloth armor, oversized greatsword, oversized crossbow, holy symbol
-1 Level / +1 Level
Minotaur Rageblood Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 44; Fortitude 46, Reflex 41, Will 38
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+36 vs. AC; 4d6 + 3d8 + 19 damage (crit 67 + 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Blood Wrath (standard) ✦ Weapon
- The minotaur barbarian gains gains a +7 bonus to the attack roll if the target is bloodied. +36 vs. AC; 10d6 + 19 damage (crit
79 + 6d6), and the minotaur barbarian gains a +7 bonus to attack rolls until the end of the minotaur barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +36 vs. AC; 12d6 + 19 cold damage (crit 91 + 6d6), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The minotaur barbarian enters the rage of the winter ghost. Until the rage ends, the minotaur barbarian is insubstantial
while the minotaur barbarian is bloodied.
- ○ 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 22 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 17 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 +27, Perception +23
Str 26 (+23); Dex 14 (+17); Wis 13 (+16);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Thaneborn Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 44; Fortitude 46, Reflex 41, Will 42
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+36 vs. AC; 4d6 + 3d6 + 19 damage (crit 61 + 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur barbarian must charge as part of the attack.
- ○ [M] Butcher’s Feast (standard) ✦ Weapon
- +36 vs. AC; 12d6 + 19 damage (crit 91 + 6d6), and until the end of the minotaur barbarian’s next turn, the minotaur barbarian
can make a melee basic attack as a free action against any enemy adjacent to the minotaur barbarian that hits or misses the
minotaur barbarian. Until the end of the minotaur barbarian’s next turn, the minotaur barbarian also gains a +6 power bonus
to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +36 vs. AC; 14d6 + 19 damage (crit 103 + 6d6). Miss: Half damage. Hit or Miss: The minotaur barbarian enters
the rage of the World Serpent. Until the rage ends, the minotaur barbarian can make a melee basic attack as a free action
against any enemy adjacent to the minotaur barbarian that shifts. In addition, on the minotaur barbarian’s turn, the minotaur
barbarian gains a +5 bonus to damage rolls against any enemy that was adjacent to the minotaur barbarian at the start of the
minotaur barbarian’s turn. When charging, the minotaur barbarian can use this power in place of a melee basic attack.
- □ 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 +6 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 +27, Perception +23
Str 26 (+23); Dex 14 (+17); Wis 13 (+16);
Con 17 (+18); Int 12 (+16); Cha 22 (+21)
Equipment hide armor, oversized greataxe, oversized javelin
-1 Level / +1 Level
Minotaur Cunning Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +23
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Speed 6
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 14 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +33 vs. Reflex; 3d10 + 18 psychic damage. Choose an ally within 10 squares of the minotaur bard. Until the end
of the minotaur bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +33 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 18 damage, and the target is dazed
until the end of the minotaur bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 18
damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 11 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 +26, Bluff +27
Str 16 (+18); Dex 13 (+16); Wis 12 (+16);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment hide armor, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Valorous Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +23
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 44
Speed 5
- ● [m] Oversized Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 14 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 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)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur bard must charge as part of the attack.
- ○ [M] Surge of Valor (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and each ally within 10 squares of the minotaur bard can shift 2 squares and make a melee basic
attack as a free action, with a +7 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 5d10 + 18 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○○○ Majestic Word (minor) ✦ Healing
- The minotaur bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 12 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 +22, Athletics +22
Str 16 (+18); Dex 13 (+16); Wis 12 (+16);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, light shield, oversized longsword
-1 Level / +1 Level
Minotaur Guardian Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +24
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 39, Will 44
Speed 6
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +31 vs. AC; 4d4 + 14 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized
until the end of the minotaur druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The minotaur druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 7 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 +27, Nature +29
Str 16 (+18); Dex 15 (+17); Wis 24 (+22);
Con 24 (+22); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Predator Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +29
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Speed 7
- ● [m] Oversized Scythe (standard) ✦ Weapon
- +31 vs. AC; 4d4 + 14 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
- ○ [M] Goring Charge (standard)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur druid must charge as part of the attack.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the minotaur druid shifts 7 squares. Targets each enemy within reach during the shift; +33 vs. Reflex;
1d10 + 18 damage, and the target is dazed until the end of the minotaur druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ● 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 +29, Perception +29
Str 16 (+18); Dex 22 (+21); Wis 24 (+22);
Con 17 (+18); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, oversized scythe
-1 Level / +1 Level
Minotaur Preserving Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +24
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 13 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 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)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the minotaur invoker’s next turn, it takes 4d10
+ 18 radiant damage damage. If the minotaur invoker or an ally attacks the target before the end of the minotaur invoker’s
next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The minotaur invoker and the minotaur
invoker’s allies gain a +2 power bonus to all defenses until the end of the minotaur invoker’s next turn.
- □ [C] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic damage.
- □ 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 +6 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 +26, Religion +26
Str 14 (+17); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 13 (+16)
Equipment hide armor, oversized morningstar
-1 Level / +1 Level
Minotaur Wrathful Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +24
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 44
Speed 5
- ● [m] Oversized Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 13 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +7 radiant damage. The minotaur invoker can use this power as a ranged basic attack.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur invoker must charge as part of the attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +33 vs. Will; 3d8 + 18 psychic damage, and the target moves half its speed away from the minotaur
invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the minotaur invoker’s next turn, opportunity
attacks that hit the target deal +7 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the minotaur invoker’s next turn. The zone is totally obscured. In addition,
any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed
until the end of its turn. The minotaur invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists,
and the minotaur invoker can increase its size by 1 to a maximum of burst 5.
- □ 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+7 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 +26, Religion +22
Str 14 (+17); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 13 (+16)
Equipment chainmail, oversized morningstar
-1 Level / +1 Level
Minotaur Bear Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +29
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 38, Will 44
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d12 + 13 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the minotaur shaman’s spirit companion gains 7 temporary
hit points.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the minotaur shaman’s next turn, each ally
gains a +10 bonus to saving throws while adjacent to the minotaur shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 20 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the minotaur shaman’s
spirit companion regains 7 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 7 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 +29, Perception +29
Str 15 (+17); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 12 (+16)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Panther Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +29
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 44
Speed 6
- ● [m] Oversized Longspear (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d12 + 13 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
- ○ [M] Goring Charge (standard)
- +34 vs. AC; 3d6 + 13 damage, and the target is knocked prone. The minotaur shaman must charge as part of the attack.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the minotaur shaman’s next turn, any ally gains a +8 bonus
to damage rolls while adjacent to the minotaur shaman’s spirit companion. Make the attack two more times against the same
target or different ones. The bonus to the minotaur shaman’s allies’ damage rolls increases to +10 if the attack hits twice
and +12 if it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit,
the spirit disappears, and the minotaur shaman takes 20 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; +33 vs. Reflex; 2d10 + 18 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +29, Perception +29
Str 15 (+17); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 12 (+16)
Equipment leather armor, oversized longspear
-1 Level / +1 Level
Minotaur Chaos Sorcerer [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +18
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 42; Fortitude 39, Reflex 42, Will 45
Speed 6
- ● [r] Oversized Dagger (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 2d10 + 28 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:
+33 vs. Will; 1d6 + 21 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)
- +35 vs. AC; 3d6 + 14 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [R] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +33 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +33 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the minotaur sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +33 vs. Will; 3d8 + 28 damage, and the minotaur sorcerer teleports the target 6 squares. The
target again takes 3d8 + 28 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the minotaur sorcerer, the minotaur sorcerer can teleport the creature
to any space within 5 squares of the minotaur sorcerer as an immediate reaction.
- ○ 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 +10 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 +21, Bluff +27
Str 17 (+18); Dex 22 (+21); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, oversized dagger
-1 Level / +1 Level
Minotaur Dragon Sorcerer [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +18
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 43; Fortitude 43, Reflex 38, Will 45
Speed 6
- ● [m] Oversized Quarterstaff (standard) ✦ Weapon
- +35 vs. AC; 4d4 + 18 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +33 vs. Reflex; 2d8 + 29 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 7 fire damage.
- ○ [M] Goring Charge (standard)
- +39 vs. AC; 3d6 + 18 damage, and the target is knocked prone. The minotaur sorcerer must charge as part of the attack.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +33 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 22 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +33 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- □ Platinum Scales (immediate interrupt)
- When the minotaur sorcerer is hit by an attack.
Until the end of the encounter, the minotaur sorcerer gains a +7 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 +11 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 +21, Athletics +27
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, oversized quarterstaff
-1 Level / +1 Level
Minotaur Earth Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +24
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 45, Reflex 40, Will 39
Speed 6
- ● [m] Oversized Battleaxe (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage.
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 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)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +36 vs. AC; 3d12 + 19 damage, and the target is knocked prone and can’t stand up until the end of the minotaur warden’s next
turn. The minotaur warden also slides the target 7 squares.
- □ 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The minotaur warden assumes the guardian form of spring renewal until the end of the encounter. While the minotaur warden
is in this form, the minotaur warden gains resist 10 necrotic. In addition, the minotaur warden gains a fly speed of 8, and
the minotaur warden can hover. 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: Close burst 2; +40 vs. Reflex; 4d10 + 11 radiant
damage. Miss: Half damage. Hit or Miss: The minotaur warden regains all the minotaur warden’s hit points, but
the minotaur warden is stunned until the end of the minotaur warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the minotaur warden that is within 5 squares of the minotaur warden makes an attack that does not
include the minotaur warden as a target.
Targets the triggering enemy; The minotaur warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- 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 +7 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 +25, Perception +24
Str 26 (+23); Dex 14 (+17); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, heavy shield, oversized battleaxe, oversized javelin
-1 Level / +1 Level
Minotaur Wild Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +28
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 38, Will 43
Speed 6
- ● [m] Oversized Greataxe (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6).
- ● [r] Oversized Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d8 + 19 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +36 vs. AC; 4d6 + 19 damage (crit 43 + 6d6), and the target is slowed until the end of the minotaur warden’s next turn.
- ○ [M] Goring Charge (standard)
- +40 vs. AC; 3d6 + 19 damage, and the target is knocked prone. The minotaur warden must charge as part of the attack.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +36 vs. AC; 8d6 + 19 damage (crit 67 + 6d6), and the target takes 21 lightning damage if it moves before the end of the minotaur
warden’s next turn.
- □ 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 Starmetal Warrior (minor) ✦ Polymorph
- The minotaur warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the minotaur
warden is in this form, the minotaur warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares
of the minotaur warden, its fly speed is 1. 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: Close burst 2; targets enemies;
+36 vs. AC; 6d6 + 19 damage (crit 55 + 6d6). This damage ignores any of the target’s resistances. Miss: Half damage.
This damage ignores any of the target’s resistances.
- ● [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; +36 vs. Fortitude; 4d6 + 19 damage (crit 43 + 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
-6 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 +27, Perception +28
Str 26 (+23); Dex 14 (+17); Wis 22 (+21);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
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.