Minotaur Guard CR 6
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 39 (6d10+6)
Fort +5, Ref +7, Will +6
Defensive Abilities +2 channel resistance, natural cunning; DR 10/bludgeoning; Immune cold, undead traits
During Combat Minotaur guards open combat with a charge, then continue to fight with their melee weaponry. They only resort to crossbows if they simply can’t reach a victim.
Morale Minotaur guards fight until destroyed.
Str 23, Dex 14, Con –, Int 3, Wis 12, Cha 10
Base Atk +6; CMB +13; CMD 25
Feats Great Fortitude, Improved Bull Rush, Improved InitiativeB, Power Attack
Skills Intimidate +7, Perception +11
SQ natural cunning
Gear masterwork greataxe, masterwork light crossbow
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells (which they are already immune to as undead creatures) but also prevents them from ever becoming lost or flat-footed.
Any animal within 30 feet of a dread skeleton becomes panicked and remains so until the distance between it and the dread skeleton is at least 30 feet. An animal can attempt a DC 12 Will save to resist panic for one round. The save DC is Charisma-based.
Organization solitary or gang (1 dread skeleton plus 1d10 skeletons).
Pathfinder 11: Skeletons of Scarwall. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan