Giant Task

escaflowne777

First Post
I have a very large task for anyone up to the challenge. Would someone please take the generic minotaur creature from MM 3.5, then make it a size catagory bigger, apply winged and two headed templates (savage species), and finally insteas of an axe make it wield an appropriately sized double hammer (Complete warrior, Don't worry about feats needed to use). Then Post the stats here. I tried. And failed.
 

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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.
 



That thing is just plain ugly. In the best sense for a DM, worst sense for a player.
All it needs is Imp Grapple.

I would double the dice on Powerful Charge, personally.
 

Where might I find this 'Superior Two-Weapon Fighting'? Is it a feature of the Two-Headed template by any chance? I don't own Savage Species...
 

I'm not sure about Savage Species, but I know the Ettin in the MM gets Superior Two-Weapon Fighting as a Special Quality rather than as a feat.
 


Sejs said:
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*)
1. Given the way powerful charge works, double damage dice, then apply STR x 1.5, it might be 6d6, rather than 5d6 dmage.

* I'd let the charge hit two different targets. A doubling up of two +14 / 5d6+12 on one victim is a tad extreame.
 

You are my hero. Honestly I am very impressed. I was a little off, but this is perfect. I'm thinking these things need an epic task, like gaurding some ridiculous artifact or other gate to hell. If i wanted to make it a cryo or pyro, how would that effect the stats?
 

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