Minotaur( Monster Manual v.3.5, p. 188)
Large Monstrous Humanoid
Hit dice: 6d8+12 (39 hp)
Speed: 30 ft.
Armor class: 14 (-1 size, +5 natural), touch 9, flat-footed —
Base Attack/Grapple: +6/+14
Attack: Greataxe +9 melee (3d6+6/×3) or gore +9 melee (1d8+4)
Full Attack: Greataxe +9/+4 melee (3d6+6/×3) and gore +4 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +6 Ref +5 Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 4
Alignment: Usually chaotic evil
Advancement: By character class
Level adjustment: +2
The creature looks like an incredibly tall, powerfully muscled human, covered in shaggy fur, with the head of a bull. The dark eyes of the brute gleam with savage fury.
Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths.
A minotaur's natural cunning and feral instincts enable it to find its way easily through even the most confusing tunnel complexes—an ability it puts to great use in hunting, tormenting, and ultimately destroying intruders.
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
Minotaurs prefer melee combat, where their great strength serves them well.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.