Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
64x Minotaur Fighter 3 (Additional 16 Fighter 4 and 5 Fighter 5)
Born of foul sorcery, the twisting of the flesh and the mind, these half-men-half-bulls were birthed into the world to serve as fodder and slave-soldiers for fiends. Possessed of great strength and an appetite for raw meat, and driven forward by bloodlust they call "the Red Rage," they might have been nothing more than beasts to be slain, monsters to be felled, but for something the demons did not, could not have anticipated: compassion not merely for what they once were, but for what they might become if freed from their foul masters. And so it was.
They did not adapt easily to living among men once again. Indeed were it not for their great hardiness and the use of healing magics many of them would not have survived those early days as they learned that strength could come in many forms and that there was worth in building as much as in tearing down the works of one's foes.
In the end they found strength in unity and in each other, though the power of this bond is not always used for kindly ends. As with men each of the bullmen has found peace with the darkness within themselves in different ways. Some seek to become protectors and heroes while others remain dangerous savages held in check only by fear.
Size/Type: Large Monstrous Humanoid
Hit Dice: 6d8 +3d10 +27 (71 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +5 natural +6 armor), touch 9, flat-footed -see text
Base Attack/Grapple: +9/+16
Attack: Greataxe +13 melee (3d6+6/×3) or gore +12 melee (1d8+4) or double crossbow +7 ranged (4d8 19–20/x2 [critical to 2d8 damage only])
Full Attack: Greataxe +13/+8 melee (3d6+6/×3) and gore +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 8
Skills: Listen Search Spot +4; +1 Spellcraft; +2 Knowledge Arcana, Intimidate +3
Feats: Great Fortitude, Power Attack, Mage Slayer,Weapon Focus(Great Axe),Improved Bull Rush, Shock Trooper
Challenge Rating: 7
Treasure: Standard
Alignment: Varies (Evil and Chaotic tendencies)
Powerful 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 with a +12 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Born of foul sorcery, the twisting of the flesh and the mind, these half-men-half-bulls were birthed into the world to serve as fodder and slave-soldiers for fiends. Possessed of great strength and an appetite for raw meat, and driven forward by bloodlust they call "the Red Rage," they might have been nothing more than beasts to be slain, monsters to be felled, but for something the demons did not, could not have anticipated: compassion not merely for what they once were, but for what they might become if freed from their foul masters. And so it was.
They did not adapt easily to living among men once again. Indeed were it not for their great hardiness and the use of healing magics many of them would not have survived those early days as they learned that strength could come in many forms and that there was worth in building as much as in tearing down the works of one's foes.
In the end they found strength in unity and in each other, though the power of this bond is not always used for kindly ends. As with men each of the bullmen has found peace with the darkness within themselves in different ways. Some seek to become protectors and heroes while others remain dangerous savages held in check only by fear.
Size/Type: Large Monstrous Humanoid
Hit Dice: 6d8 +3d10 +27 (71 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +5 natural +6 armor), touch 9, flat-footed -see text
Base Attack/Grapple: +9/+16
Attack: Greataxe +13 melee (3d6+6/×3) or gore +12 melee (1d8+4) or double crossbow +7 ranged (4d8 19–20/x2 [critical to 2d8 damage only])
Full Attack: Greataxe +13/+8 melee (3d6+6/×3) and gore +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 8
Skills: Listen Search Spot +4; +1 Spellcraft; +2 Knowledge Arcana, Intimidate +3
Feats: Great Fortitude, Power Attack, Mage Slayer,Weapon Focus(Great Axe),Improved Bull Rush, Shock Trooper
Challenge Rating: 7
Treasure: Standard
Alignment: Varies (Evil and Chaotic tendencies)
Powerful 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 with a +12 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.