Chulataur (Tauric Minotaur-Chuul)
Large Monstrous Humanoid
Hit Dice: 17d8+68 (144 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 claws +21 melee, gore +16 melee; or huge greataxe +21 melee
Damage: Claws 2d6+5, gore 1d8+2; or huge greataxe 2d8+5
Face/Reach: 10ft. / 10ft.
Special Attacks: Charge 4d6+6, improved grab, squeeze.
Special Qualities: Darkvision 60ft., natural cunning, poison immunity, scent.
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)
Skills: Hide +4, Intimidate +4, Jump +6, Listen +10, Search +8, Spot +10.
Feats: Alertness, Great Fortitude, Improved Initiative, Improved Multiattack (SS), Multiattack, Multigrab (SS)
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Chulataurs are a magical hybrid that combines the worst aspects of a chuul and a minotaur. The creature’s lower body is like that of a chuul including pincer-like claws, four webbed legs, and a wide tail. The upper portion of the creature has the torso of a minotaur including a bull-like head. The creatures fur and chitin are roughly the same color, a sickly combination of black and burnt orange. The main difference is that the chuul-like part of the body is burnt orange with mottled black splotches, while the minotaur-like part of the body is black with burnt orange spots.
Chulataurs, like chuuls, are known to collect trophies from their kills. However, unlike chuuls they do have the ability to use these items and are often encountered using manufactured weapons and any items that will fit their minotaur-like torso (i.e. rings, necklace, etc.). However, they cannot use full armor such a full plate or chainmail (a breastplate or chain shirt would be fine if it was large enough). If a victim hasn’t any interesting possessions, the chulataur takes its skull. Chulataurs wear these skulls around their necks and torso.
While chuuls most often live in marshes or jungles, chulataurs live underground. It is their minotaur heritage that drives them to live in the Underdark and these evil tauric creatures often subjugate entire tribes of Underdark-dwelling humanoids such as goblinoids, grimlocks, and orcs.
Chulataurs speak Giant.
Combat
A chulataur is a naturally cunning creature with powerful natural attacks – its two clawed lower appendages and its ability to gore opponents with its large horns. Chulataurs fight to kill in melee, hoping to turn their victims into their next meal.
Chulataurs will often attack with huge greataxes if cornered in an environment where they cannot charge or use their claws and gore attack effectively.
Charge (Ex): A chulataur 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 that deals 4d6+6 points of damage.
Improved Grab (Ex): To use this ability, the chulataur must hit with a claw attack. (Only takes a -10 penalty on grapple checks to maintain the hold due to Multigrab.)
Natural Cunning (Ex): Although chulataurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Scent (Ex): A chulataur can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Squeeze (Ex): A chulataur that gets a hold automatically deals two claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.
Skills: Chulataurs receive +4 racial bonus to Search, Spot, and Listen Checks.