Faerzress-infused Minotaur* (CR 5)

Large Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +7, and Spot +7


AC: 16 (-1 size, +2 deflection, +5 natural), touch 11, flat-footed 16
Hit Dice: 6d8+12 (39 hp)
Fort +6, Ref +5, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Greataxe +11 melee (2d8+8/x3), or gore +11 melee (1d8+6)
Full Attack: Greataxe +11/+6 melee (2d8+8/x3) and gore +6 melee (1d8+4) (In areas without faerzress, reduce AC, attack rolls, and damage rolls by 2 points each.)
Damage: -
Special Attacks/Actions: Infused power, powerful charge 4d6+8
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Special Qualities: detect faerzress, natural cunning
Feats: Great Fortitude; Power Attack; Track
Skills: Intimidate +2, Listen +7, Search +2, and Spot +7
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard

Source: Underdark

Infused Power (Su): In a region of faerzress or within the boundaries of an earth node, a faerzress-infused minotaur gains a +2 deflection bonus to Armor Class and a +2 luck bonus on attack and damage rolls. If it leaves the area of faerzress, it loses these bonuses, but it regains them when it returns. The minotaur statistics given above include the infused power bonuses.

Powerful Charge (Ex): A faerzress-infused 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 maneuver allows it to make a single gore attack that deals 4d6+8 points of damage.

Detect Faerzress (Ex): A faerzress-infused creature is intimately familiar with faerzress-ridden sections of the Underdark. It can immediately tell if it is in an area affected by faerzress.

Natural Cunning (Ex): Like ordinary minotaurs, a faerzress-infused minotaur possesses innate cunning and logical ability. This cunning makes it immune to maze spells, prevents it from ever becoming lost, and enables it to track enemies. Furthermore, a faerzress-infused minotaur is never caught flat-footed.

Saving Throws: A faerzress-infused minotaur receives a +4 bonus on Will saves against all divination spells and effects.

Skills: A faerzress-infused minotaur receives a +4 racial bonus on Listen, Search, and Spot checks.

A faerzress-infused minotaur is even more inclined to melee combat than its ordinary fellows (see Minotaur).