Huge Flying Two-Headed Minotaur
Huge Monstrous Humanoid
Hit Dice: 8d8+40 (80 hp)
Initiative: +5
Speed: 30 ft, Fly 50 ft (average).
Armor Class: 18 (–2 size, +1 dex, +9 natural), touch 9, flat-footed — (see text)
Base Attack/Grapple: +8/+24
Attack: Huge Double Hammer +14 melee (3d6+12/x3) or gore +14 melee (2d6+8)
Full Attack: Huge Double Hammer +14/+14/+9/+9 melee (3d6+8/x3) and 2 gores +9 melee (2d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge 5d6+12
Special Qualities: Darkvision 90 ft., Natural Cunning, Scent, Vorpal Endurance
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 27/+8, Dex 12/+1, Con 21/+5, Int 7/-2, Wis 12/+1, Cha 8/-1
Skills: Intimidate +2, Listen +11, Search +4, Spot +11
Feats: Exotic Weapon Proficiency (Double Hammer), Power Attack, Track, Superior Two-Weapon Fighting, Improved Initiative, Combat Reflexes
Challenge Rating: 7
Alignment: Usually Chaotic Evil
Powerful Charge (Ex): A huge flying two-headed 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 5d6+12 points of damage. (*or more at DM discretion, given the second head*)
Natural Cunning (Ex): Although huge flying two-headed 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: Huge Flying Two-headed Minotaurs have a +6 racial bonus on Search, Spot, and Listen checks.