Minotaur (CR 4)
Large Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., Listen +7, and Spot +7
AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +6, Ref +5, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Huge greataxe +9 melee or gore +4 melee
Full Attack: Huge greataxe +9/+4 melee and gore +4 melee
Damage: Greataxe 2d6+6/19-20, gore 1d8+2
Special Attacks/Actions: Powerful charge 4d6+6
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Special Qualities: natural cunning
Feats: Great Fortitude; Power Attack; Track
Skills: Intimidate +2, Listen +7, Search +2, and Spot +7
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary or gang (3-4)
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 that deals 4d6+6 points of damage.
Natural Cunning (Ex); Although minotaurs are not especially intelligent, they possess innate cunning and logical ability that makes them immune to maze spells, prevents them from ever coming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.
Minotaurs prefer melee combat, where their great strength serves them well.