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Minotaur, Scalding



Scaling steam rises and boiling water drips from the body of this wet half-man, half-bull.

Scalding Minotaur CR 5

XP 1,600
CE Large outsider (elemental, extraplanar, fire, water)
Init +3; Senses cloud sight, darkvision 60 ft.; Perception +11

DEFENSE

AC 17, touch 12, flat-footed 14 (+3 Dex, -1 size, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +6
Defensive Abilities steam body; Immune elemental traits, fi
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 30 ft. (perfect)
Melee greataxe +9/+4 (3d6+6/x3) and gore +9 (1d6+6 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. line or 10-ft.-radius spread, 6d6 fire or 3d6 fire Reflex DC 15 half, 1/1d4 rounds), powerful charge (gore +11, 2d6+6), scalding form (3d6 fire and untyped, Reflex DC 15 half, 3/day), scalding touch

STATISTICS

Str 19, Dex 16, Con 15, Int 5, Wis 12, Cha 8
Base Atk +6; CMB +11 (+13 bull rush); CMD 24 (26 vs. bull rush)
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Fly +9, Intimidate +5, Perception +11, Stealth -1 (+4 in areas of fog, steam, of clouds), Survival +5; Racial Modifiers +4 Perception, +4 Survival, +5 Stealth in areas of fog, steam, or clouds.
Languages Aquan, Giant, Ignan
SQ natural cunning, steam form
Gear greataxe

SPECIAL ABILITIES

Cloud Sight (Ex)

A scalding creature can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a scalding creature due to such conditions.

Natural Cunning (Ex)

Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Scalding Form (Su)

While it is in steam form (see below), a scalding creature can burn creatures within its form as the incendiary cloud spell. Every round within the cloud, a creature takes 1d6 damage for every two Hit Dice the base creature has. A successful Reflex save halves the damage. Regardless of if the target makes their save or not, half of this damage is fire damage and the other half is untyped. A scalding creature can remain in scalding form for a number of rounds equal to its Constitution modifier (minimum 1) and moves at a speed equal to its fly speed. At the end of this time the scalding creature resumes its natural form. The scalding creature may use this ability a number of times per day equal to 1+1 per 5 HD of the base creature. The save DC is Constitution-based.

Scalding Touch (Ex)

A scalding creature gains a single touch attack which deals an extra 1d4 fire damage. Each of a scalding creature’s natural attacks also deals this damage. This damage scales with size.

Steam Body (Ex)

The steam and vapors that make up a scalding creature’s body make it hard to land blows, granting it concealment at all times (20% miss chance).

Steam Form (Su)

A scalding creature can assume the form of a cloud of steam at will. Becoming gaseous or resuming its normal form is a move action. This ability is otherwise identical to the gaseous form spell.

ECOLOGY

Environment temperate ruins or underground (Planes of Fire and Water)
Organization solitary, pair, or gang (3-4)
Treasure standard

Hulking beasts of boiling water and vapor, scalding minotaurs are found in ruins near geothermal sources, and on the Planes of Fire and Water. They are notoriously even more hot-tempered than their standard kin.

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Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens