Firehoof MinotaurCreature 7
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +16 (darkvision, smoke vision)
Languages Common, Jotun, Pyric
Skills Athletics +17, Intimidation +14, Stealth +14, Survival +16
Str +6, Dex +1, Con +4, Int +0, Wis +3, Cha +1
AC 24; Fort +17; Reflex +12; Will +14;
HP 140
Speed 25 feet
Weaknesses Cold 10
Resistances Fire 10
Greataxe
+18 (+13, +8) to hit (magical, reach 10, sweep) 1d12+6 Slashing + 2d6 FireHorn
+17 (+12, +7) to hit 2d8+10 PiercingPerfect Orienteering
A minotaur automatically critically succeeds at Survival checks to Sense Direction or Track.
Smoke VisionSmoke doesn't impair a firehoof minotaur's vision; they ignore the Concealed condition from smoke.
Fiery Blood
Trigger A creature scores a critical hit on the firehoof minotaur
Effect The firehoof minotaur's splashes its fire-infused blood onto the creature and deals 2d6 fire damage (DC 22 reflex save).
Belch Smoke
(fire)The firehoof minotaur takes a huge breath, then belches a cloud of smoke, filling a 40-foot cone. All creatures within the smoke cloud become Concealed, and all creatures outside the smoke become concealed to creatures within it. The smoke dissipates after 1d4 rounds, and the firehoof minotaur can't Belch Smoke again until the smoke clears.
Fire Stomp
(fire)The firehoof minotaur vigorously stomps the ground with a hoof, releasing an explosion of fire in a 10-foot emanation that deals 4d6 fire damage (DC 22 reflex save).
Hazy Fear
The firehoof minotaur snorts and stomps fire as they hunt their prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet who can hear the minotaur but not clearly see them (whether the minotaur is Concealed, Hidden, or Undetected). Roll once and apply the result to all creatures. If the targets have their vision effected by smoke or a similar effect, the minotaur gains a +4 circumstance bonus to this check. Each target is temporarily immune for 10 minutes.
As the birthplace of the legendary first minotaur Tavdrinos, Iblydos is still home to many varieties of minotaurs not found elsewhere in the world. Among these are firehoof minotaurs, large creatures who are fused with elemental, sometimes even infernal fire. Firehoof minotaurs are known for their fierce tempers and skill at combat. Instead of mazes, they prefer to fill an area with smoke and stalk their prey while they're hazily visible.
Mazes And Labyrinths
Although they're often used interchangeably, the terms maze and labyrinth have slightly different meanings. While a labyrinth has a single path to the center, a maze has multiple ones. Minotaurs see this distinction as vital and symbolic of free will versus fixed fate. Some traditionalist minotaurs see life as having one path: to follow in the footsteps of Tavdrinos. They believe there's no escape from this. But most minotaurs prefer to see life as a maze where one must choose the best way forward.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.