Minotaur
Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths. They are bipedal, with the head of a bull, and weigh over 700 pounds. A minotaur's natural cunning and feral instincts enable it to find its way easily though even the most confusing tunnel complexes. Because of the acuity of their sense, minotaurs are seldom surprised and never caught flat-footed.
Minotaur Ability Adjustments: +8 Str, +4 Con, -4 Int, -2 Cha
Favored Class (Barbarian): A multiclass minotaur's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Darkvision: Minotaurs are able to see in the dark.
- Scent: Keen Senses and +4 racial bonus to Search, Spot and Listen checks.
- Track: +1 racial bonus to Search, Spot and Listen checks.
- Natural Armor Bonus: Racial natural armor bonus of 5.
- Weapon Proficiency (Simple): All Minotaurs are proficient with Simple Weapons.
- Weapon Proficiency (Martial): All Minotaurs are proficient with Martial Weapons.
- Natural Weapon: Minotaurs can make an unarmed gore attack with their horns.
- Powerful Charge: Minotaurs can make a charging gore attack at +2 to hit, -2 to AC for an additional 4d6+6 damage.
- Uncanny Dodge: Minotaurs retain their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
- Large Creature: Minotaurs suffer -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
- Monstrous: Minotaurs count as Monstrous Humanoids for the purpose of spells.
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +2
Racial Hit Dice/Class: 6 of Monstrous Humanoid