Mythic Minotaur

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.

Mythic Minotaur CR 6/MR 2

XP 2,400
CE Large monstrous humanoid (mythic)
Init +0; Senses darkvision 60 ft.; Perception +12


AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 72 (7d10+34)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning; DR 5/epic;; SR 17


Speed 30 ft.
Melee mwk greataxe +12/+7 (3d6+7/×3), gore +11 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (2/day, surge +1d6), oubliette, powerful charge (gore, 2d6+7)


Str 21, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +7; CMB +13 (+17 bull rush); CMD 23 (25 vs. bull rush)
Feats Great Fortitude, Greater Bull Rush, Improved Bull Rush, Power Attack M
Skills Intimidate +5, Perception +12, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Giant
SQ maze mastery


Maze Mastery (Su)

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.

Natural Cunning (Ex)

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.

Oubliette (Su)

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.