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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

DEFENSE

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

OFFENSE

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)

STATISTICS

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

SPECIAL ABILITIES

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.


ECOLOGY

Environment temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (mwk greataxe, other treasure)

A mythic minotaur is but one or two generations removed from the original curse-born minotaurs that founded their race. Once created to punish to those who disobey or circumvent the orders of the gods, they use their innate magic to imprison, stalk, and consume humanoids—especially the descendants of the royal line whose blasphemy inspired the creation of this new race. Some mythic minotaurs are worshiped as demigods by primitive or fear-stricken humanoids, and accept sacrifices of young men and women to sate their hunger. They usually have custom armor and weapons appropriate for their large, inhuman frames, offered as gifts by worshipers or made by enslaved blacksmiths.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.