Minotaur Myrmidon (Raging)    CR 9

Male Minotaur Barbarian 5

NE Large Monstrous Humanoid

Init +1, Senses Listen +12; Spot +7; scent, darkvision 60 ft.

Languages Common

AC 19, touch 8, flat-footed n/a (-1 size, +5 natural, +6 armor, +1 Dex, -2 rage)

hp 126 (11HD)

Immune maze spell, never flat-footed

Fort +14, Ref +7, Will +10

+1 Ref vs traps

Spd 30 ft.

Melee +1 greataxe +21/+16/+11 (3d6+14/x3) and gore +16 (1d8+6/x2)

Base Atk +11; Grp +22

Space 10 ft.; Reach 10 ft.

Atk Options Powerful Charge 4d6+13

Special Actions Rage 2/day

Abilities Str 28 (+9), Dex 13 (+1), Con 22 (+6), Int 8 (-1), Wis 10 (+0), Cha 6 (-2)

SQ Improved Uncanny Dodge, Natural Cunning, Trap Sense +1

Feats Great Fortitude, Iron Will, Power Attack, Track, Weapon Focus (Greataxe)

Skills Intimidate +7, Listen +12, Search +2, Spot +7, Survival +5

Possessions large-sized +1 greataxe, cold-iron large-sized greataxe, large-sized dagger, large-sized +1 breastplate

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.

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 +14 attack bonus that deals 4d6+13 points of damage.

Uncanny Dodge (Ex): Minotaur myrmidons react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC even if they are caught flat-footed or struck by an invisible foe. However, they still lose their Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex): A minotaur myrmidon cannot be flanked. This defense denies a rogue the ability to sneak attack the minotaur myrmidons by flanking them, unless the attacker has at least four more rogue levels than the target has barbarian levels

Note: If the minotaur is unable to rage, then his stats change as follows: hp 104; AC 21; Atk +19 melee (3d6+11); Full Atk +19/+14/+9 (3d6+11) and +14 (1d8+5); Fort +12, Will +8; Str 24, Con 18.