With eyes blazing red and magical runes glowing on its horns, this mighty beast has the body of a man and the head of a bull.
Str 21, Dex 10, Con 15, Int 7, Wis 10, Cha 8
A mythic minotaur can designate an area no greater than 100 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as its personal lair. As a move action, the minotaur can teleport from one point in its lair to any other point in its lair, as if using greater teleport. In addition, whenever the minotaur must make a saving throw while inside its lair, it can roll twice and take the higher result. A mythic minotaur can change its lair once per week. A minotaur can share its lair with other creatures (including other minotaurs or mythic minotaurs) without interfering with this ability.
Although a mythic minotaur is not especially intelligent, it possesses innate cunning and logical ability. This gives it immunity to maze spells and prevents it from ever becoming lost. Further, it is never caught flat-footed.
Whenever a mythic minotaur hits a creature with its gore attack as part of a powerful charge, the target must succeed at a DC 15 Will save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Wisdom-based and includes a +2 racial modifier.