Tangle Tender (Minotaur Rogue [trapsmith] 8)

The cold eyes of this minotaur are without fear or emotion. An arsenal of devices rattle from its belt, not the least of which is its mechanical monstrosity of a crossbow.

Tangle Tender CR 10

XP 9,600
Minotaur rogue (trapsmith) 8
NE Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +20


AC 23, touch 13, flat-footed 20 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +5 natural, –1 size)
hp 133 (14 HD; 8d8+6d10+64)
Fort +8, Ref +13, Will +10
Defensive Abilities evasion, natural cunning, trap sense +2


Speed 30 ft.
Melee mwk short sword +15/+10/+5 (1d8+3/19–20), gore +14 (1d6+1)
Ranged +1 repeating heavy crossbow +14/+9/+4 (2d8+1/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +16, 2d6+4), sneak attack +4d6


Str 17, Dex 14, Con 18, Int 12, Wis 12, Cha 8
Base Atk +12; CMB +16; CMD 30
Feats Dodge, Improved Initiative, Iron Will, Magical Aptitude, Mobility, Point-Blank Shot, Skill Focus (Stealth)
Skills Acrobatics +16, Climb +14, Craft (traps) +16, Disable Device +20, Knowledge (dungeoneering) +12, Knowledge (history) +3, Perception +20, Sense Motive +9, Sleight of Hand +6, Spellcraft +8, Stealth +23, Survival +9, Use Magic Device +16; Racial Modifiers +4 Perception, +4 Survival
Languages Giant
SQ careful disarm, rogue talents (fast stealth, trap spotter, cunning trigger, quick trapsmith), trap master, trapfinding +4
Combat Gear wand of expeditious retreat (12 charges), wand of invisibility (8 charges); Other Gear +1 chain shirt, +1 repeating heavy crossbow, mwk short sword, cloak of elvenkind, ring of protection +1, masterwork thieves’ tools, trap components (CR 1 arrow trap, CR 1 poison dart trap, CR 1 swinging axe trap, CR 2 javelin trap, CR 4 electricity arc trap)


Weaker than many of their brutish kin, tangle tenders instead apply their racial cunning and understanding of complex systems to mechanical devices, constructing ingenious traps that whittle away those lost in the labyrinths with little or no direct danger to themselves.

They build and reset traps, alter or conceal carefully whatever trails their victims attempt to leave, and strike from the shadows only once their victims are desperate, exhausted, and at each others’ throats. Their tactics aren’t motivated by cowardice; rather, these cruel creators love to inflict misery by outwitting their enemies rather than out-muscling them. Tangle tenders belong to the maze; they are intimately familiar with every twist and turn, and are keen to introduce interlopers to each in turn.

Among minotaur tribes, tangle tenders hold a strange position, both necessary and loathed.

They never shy away from bragging about their genius, and their kin recognize the value of a tangle tender’s devices for trapping prey. But minotaurs respect strength, courage, and aggression first and foremost, and these clever rogues excel at none of those qualities—most thus see these trapsmiths as socially stunted, needlessly sadistic (even by minotaur standards), and physically weak to the point of embarrassment. Few voice these opinions, however, as those who do frequently face tragic accidents deep within the maze.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.

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