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There is a Remastered version here.

PFS StandardMinotaur

Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns.

Minotaurs are known to dwell in mazes, but they can also be found hiding in old ruins and other forgotten corners of the world. In any case, they are solitary creatures, only rarely sharing territory with others of their kind or even more powerful beings that have cowed them into service. Everyone else is little more than prey to be hunted.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite MinotaurCreature 5

Legacy Content

CE Large Humanoid 
Source Bestiary pg. 237
Perception +14; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +11, Survival +14 (natural cunning)
Str +6, Dex +0, Con +3, Int -2, Wis +2, Cha -1
Natural Cunning A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the maze spell.
Items greataxe
AC 22; Fort +15, Ref +10, Will +12
HP 85
Speed 25 feet
Melee [one-action] greataxe +16 [+11/+6] (reach 10 feet, sweep), Damage 1d12+2+8 slashingMelee [one-action] horn +16 [+11/+6], Damage 1d8+2+8 piercingAxe Swipe [two-actions] The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved.Hunted Fear [one-action] The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute.Powerful Charge [two-actions] The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10.

Sidebar - Advice and Rules Variant Minotaurs

Most minotaurs are a simple blend of muscular humanoid and raging bull, but unusual variants and unique minotaurs may have different physical features and abilities. Great-horned minotaurs can impale foes if they critically succeed on a charge, but they do not have the Hunted Fear ability. Shaggy minotaurs are covered in thick hair form head to toe, allowing them to live in freezing environments with ease and giving them resistance to cold damage, but their hooves are broad and heavy, making it impossible for them to charge.