Baphitaur (CR 2)
Medium Outsider
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., scent, Listen +8, and Spot +8
AC: 19 (+1 Dex, +3 natural, +5 breastplate), touch 11, flat-footed 19
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +4, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Greataxe +5 melee (1d12+3/x3) or gore +5 melee (1d6+3)
Full Attack: Greataxe +5 melee (1d12+3/x3) or gore +0 melee (1d6+1)
Damage: -
Special Attacks/Actions: Darkness, powerful charge 2d6+3, rage
Abilities: Str 15, Dex 12, Con 13, Int 11, Wis 10, Cha 8
Special Qualities: Cold resistance 5, electricity resistance 5, fire resistance 5, natural cunning, rage
Feats: Cleave; Power Attack
Skills: Climb +4, Intimidate +5, Jump +4, Listen +8, Move Silently +3, Search +8, Spot +8, and Survival +6 (+8 following tracks)
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard
Source:
Underdark
Powerful Charge (Ex): A baphitaur typically begins a battle by charging at an opponent and lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 2d6+3 points of damage.
Darkness (Sp): A baphitaur can use darkness once per day (caster level 1st or the baphitaur's character level, whichever is higher).
Natural Cunning (Ex): Like their minotaur ancestors, baphitaurs possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Rage (Ex): Once per day, a baphitaur can enter a rage identical to that of a 1st-level barbarian. A baphitaur's rage lasts for 6 rounds.
Skills: Baphitaurs receive a +2 racial bonus to Search, Spot, and Listen checks.