Minotaur of Legend* (CR 6)
AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 22
Hit Dice: 6d8+42 (69 hp); DR: 10/magic
Fort +14, Ref +11, Will +9
Speed: 40 ft., fly 30 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Full Attack: Gore +14 melee, or Huge greataxe +14/+9 melee and gore +12 melee
Damage: Gore 1d8+13 (primary), Huge greataxe 2d8+13/x3, gore 1d8+4 (secondary)
Special Attacks/Actions: Breath weapon (15-ft. cone of fire), charge 4d6+13
Abilities: Str 29, Dex 16, Con 25, Int 9, Wis 12, Cha 10
Special Qualities: immunities, natural cunning, outsider traits
Feats: Great Fortitude; Improved Initiative; Multiattack; Power Attack; Track
Skills: Intimidate +3, Listen +8, Search +3, and Spot +8
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Double standard
Monster Manual II
Breath Weapon (Su): Every 1d4 rounds, the minotaur of legend can breathe a 15-foot cone of fire that deals 3d6 points of fire damage (Reflex DC 20 half).
Charge (Ex): A minotaur of legend 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 creature to make a single gore attack that deals 4d6+13 points of damage.
Immunities (Ex): A minotaur of legend is immune to acid and mind-affecting effects.
Natural Cunning (Ex): Although a minotaur of legend is not especially intelligent, it possesses innate cunning and logical ability. This makes it immune to maze spells, prevents it from ever becoming lost, and enables it to track enemies. Further, the creature is never caught flat-footed.
Outsider Traits: A minotaur of legend has darkvision (60-foot range). It cannot be raised or resurrected.
Scent (Ex): A minotaur of legend can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.