( Monster Manual v.3.5, p. 189)


Size: Large
Base speed: Land 30
Strength: +8
Intelligence: −4
Dexterity: +0
Wisdom: +0
Constitution: +4
Charisma: −2
Level adjustment: +2
Space: 10 feet
Reach: 10 feet
Natural armor: +5
Automatic languages: Common , Giant
Bonus Languages: Goblin , Orc , Terran
Racial Hit Dice: 6d8 (Monstrous humanoid)
Racial Base Attack: +6
Racial Base Saves: Fort +2, Reflex +5, Will +5



Powerful Charge (Ex): A minotaur can charge and make a single gore attack at his highest attack modifier for 4d6+6 points of damage.

Natural Cunning (Ex): Immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Racial Traits

  • Darkvision out to 60 feet.
  • Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot.
  • Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
  • Racial Feats: A minotaur's monstrous humanoid levels give it three feats.
  • Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
  • Natural Weapons: Gore (1d8).
  • Special Attacks (see above): Powerful charge.
  • Special Qualities (see above): Natural cunning, scent.

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