Male elite minotaur
CE Large monstrous humanoid
Init +0; Senses darkvision 60 ft, scent; Listen +6, Spot +6
Languages Common, Giant

AC 17, touch 10, flat-footed 17; natural cunning
hp 57 (6 HD)
Fort +6, Ref +5, Will +4

Spd 30 ft
Melee +2 flaming greataxe +13/+8 (3d6+11/x3 plus 1d6 fire) and gore +6 (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +6; Grp +16
Special Atk powerful charge
Atk Options Cleave, Power Attack
Combat Gear 2 potion of cure serious wounds, potion of haste, potion of cure moderate wounds

Abilities Str 22, Dex 10, Con 18, Int 3, Wis 9, Cha 7
SQ natural cunning
Feats Cleave, Power Attack, Track
Skills Intimidate -1, Jump +6, Listen +6, Search +2, Spot +6
Possessions combat gear, +2 flaming greataxe, bracers of armor +2, ring of protection +1, 130 gp

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 +11 attack bonus that deals 4d6+9 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.