Pirates of Antilia
Minotaur Whaler and Big game hunter.
Minotaur Whaler CR 4
CE Medium monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +10
AC 14, touch 9, flat-footed 15 (12)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning
Speed 30 ft.
Melee greataxe 4 (3d6+6/×3) and gore 2)
Space 5ft.; Reach 5 ft.
Special Attacks powerful charge (gore 6)
Before Combat Minotaurs prefer to lure their prey into confusing terrain, such as a maze, sewer, or tunnel system, before setting up an ambush. If possible, they stalk their prey for days before finally committing to battle.
During Combat Minotaurs typically begin combat by charging the most threatening opponent. They follow this up with devastating swings of their greataxes, using Power Attack if they are hitting easily.
Morale Out in the open, a minotaur attempts to flee from combat if reduced to 10 hp. If in a maze or other controlled territory, most minotaurs fight to the death.
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
A harpoon is a barbed spear with an attached rope 50 feet or less in length.
Benefit: If you are proficient in the harpoon, it is a grappling weapon. A harpoon’s weight includes the weight of 50 feet of hemp rope. It can be reduced by using shorter or lighter rope.
5 gp 1d6 1d8 x3 10 ft. 16 lbs. P grapple PoIS
Sword, short 10 gp 1d4 1d6 19–20/×2 — 2 lbs. P — CRB (large knife knife)