Wight, Minotaur


Wight Minotaur
CR 5

XP 1,600
Wight minotaur
LE Large undead ( augmented monstrous humanoid )
Init +1; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 33 (6d8+6)
Fort +6, Ref +6, Will +6
Defensive Abilities natural cunning
Weakness resurrection vulnerability
OFFENSE
Speed 30 ft.
Melee greataxe +10/+5 (3d6+7/×3) and gore +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +12, 2d6+7)
STATISTICS
Str 21, Dex 12, Con 15, Int 7, Wis 12, Cha 12
Base Atk +7; CMB +12; CMD 23
Feats Blind-Fight B, Great Fortitude, Improved Bull Rush, Power Attack
Skills Intimidate +7, Perception +11, Stealth +11, Survival +11; Racial Modifiers +4 Perception, +8 Stealth, +4 Survival
Languages Giant
SQ create spawn
SPECIAL ABILITIES

Create Spawn (Su)

Any humanoid creature that is slain by a wight minotaur becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight minotaur that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.

Natural Cunning (Ex)

Although wight 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.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on a wight minotaur destroys it (Will negates). Using the spell in this way does not require a material component.

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