ability_mods: cha_mod: -1 con_mod: 3 dex_mod: 0 int_mod: -2 str_mod: 6 wis_mod: 2 ac: 20 ac_special: null automatic_abilities: - description: A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the *maze* spell. name: Natural Cunning traits: null description: Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns. divine_spells: null hp: 70 immunities: null innate_spells: null items: - greataxe languages: - Jotun level: 4 melee: - action_cost: One Action damage: formula: 1d12+8 type: slashing name: greataxe to_hit: 14 traits: - reach 10 feet - sweep - action_cost: One Action damage: formula: 1d8+8 type: piercing name: horn to_hit: 14 traits: null name: Minotaur perception: 12 proactive_abilities: - action_cost: Two Actions description: The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved. name: Axe Swipe traits: null - action_cost: One Action description: The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute. name: Hunted Fear traits: null - action_cost: Two Actions description: The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10. name: Powerful Charge traits: null ranged: null resistances: null saves: fort: 13 ref: 8 will: 10 saves_special: fort: null ref: null will: null senses: - darkvision skills: Athletics: 14 Intimidation: 9 Survival: 12 skills_special: null speed: - amount: 25 type: Land spell_attack_to_hit: null spell_dc: null traits: - CE - Large - Humanoid type: Creature