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<blockquote data-quote="der_kluge" data-source="post: 1279865" data-attributes="member: 945"><p>The Area around rooms 8-14. </p><p></p><p>The fiendish minotaur-rogue Vlask patrols the area around rooms 8-14, ensuring that anyone that is in these hallways that shouldn't be is dealt a swift, and precise death. Vlask patrols while invisible, and remains invisible most of the time. When he encounters anyone in the hallway, he will approach from the party's rear flank, and sneak attack anyone in the rear. He will then activate his Ring of Blinking, and while ethereal, will move into one of the inner rooms 8-14. While in this inner room, Vlask will use his Spring Attack ability to move through the walls while blinking to attack anyone in the outside hallways. Since rooms 8-14 are all locked, he secure in here unless anyone ventures into the room in the same manner. If he sees someone enter an inner room that he is in (Spot +19), he will activate the Ring of Invisibility, and will attempt to sneak attack them. He will then discretely Blink and move out and into an adjacent inner room to keep his foes guessing. Anyone attempting to pick a lock on any door in this area will incur his immediate wrath in the form of a sneak attack coupled with Smite Good with his Power Attack option at a +5 to damage, since his opponent will be flat-footed while picking the lock.</p><p></p><p>[code]</p><p>[b]Fiendish Minotaur Rog11 (extraplanar)[/b]</p><p>Large Monstrous Humanoid</p><p>Hit Dice: 6d8+11d6+34 (99 hp)</p><p>Initiative: +5 (+1 Dex, Improved Initiative)</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 15 (+1 Dex, –1 size, +5 natural), touch 10, flat-footed — (see text)</p><p>Base Attack/Grapple: +14/+22</p><p>Attack: Greataxe +17 melee (3d6+6/x3) or gore +17 melee (1d8+4)</p><p>Full Attack: Greataxe +17/+12 melee (3d6+6/x3) and gore +12 melee (1d8+2)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Powerful charge 4d6+6, smite good, sneak attack +6d6</p><p>Special Qualities: Trapfinding, trap sense +3, Evasion, Uncanny </p><p> dodge, Improved Uncanny dodge, </p><p> Darkvision 60 ft., natural cunning, scent, </p><p> damage reduction 10/magic, </p><p> resistance to cold 10, resistance to fire 10, </p><p> spell resistance 22</p><p>Saves: Fort +9, Ref +12, Will +8</p><p>Abilities: Str 19, Dex 13, Con 15, Int 7, Wis 10, Cha 8</p><p>Skills: Hide +12, Intimidate +8, Listen +19, </p><p> Move Silently +12, Search +14, Spot +19</p><p>Feats: Great Fortitude, Power Attack, Track, </p><p> Dodge, Mobility, Improved Initiative, Spring Attack</p><p>Environment: Underground</p><p>Organization: Solitary, pair, or gang (3–4)</p><p>Challenge Rating: 17</p><p>Treasure: Ring of Invisibility, Ring of Blinking, Ghost Touch GreatAxe +2</p><p>Alignment: Usually chaotic Evil </p><p>Advancement: By character class</p><p>Level Adjustment: +4</p><p></p><p>A minotaur stands more than 7 feet tall and weighs about 700 pounds.</p><p>Minotaurs speak Giant.</p><p>COMBAT</p><p>Powerful Charge (Ex): A minotaur typically begins a battle by charging at an </p><p>opponent, lowering its head to bring its mighty horns into play. In addition to </p><p>the normal benefits and hazards of a charge, this allows the beast to make a </p><p>single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.</p><p></p><p>Natural Cunning (Ex): Although minotaurs are not especially intelligent, they </p><p>possess innate cunning and logical ability. This gives them immunity to maze </p><p>spells, prevents them from ever becoming lost, and enables them to track </p><p>enemies. Further, they are never caught flat-footed.</p><p></p><p>Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.</p><p></p><p>Smite Good (Su): Once per day the creature can make a normal melee attack to </p><p>deal 17 extra points of damage against a good foe.</p><p>[/code]</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1279865, member: 945"] The Area around rooms 8-14. The fiendish minotaur-rogue Vlask patrols the area around rooms 8-14, ensuring that anyone that is in these hallways that shouldn't be is dealt a swift, and precise death. Vlask patrols while invisible, and remains invisible most of the time. When he encounters anyone in the hallway, he will approach from the party's rear flank, and sneak attack anyone in the rear. He will then activate his Ring of Blinking, and while ethereal, will move into one of the inner rooms 8-14. While in this inner room, Vlask will use his Spring Attack ability to move through the walls while blinking to attack anyone in the outside hallways. Since rooms 8-14 are all locked, he secure in here unless anyone ventures into the room in the same manner. If he sees someone enter an inner room that he is in (Spot +19), he will activate the Ring of Invisibility, and will attempt to sneak attack them. He will then discretely Blink and move out and into an adjacent inner room to keep his foes guessing. Anyone attempting to pick a lock on any door in this area will incur his immediate wrath in the form of a sneak attack coupled with Smite Good with his Power Attack option at a +5 to damage, since his opponent will be flat-footed while picking the lock. [code] [b]Fiendish Minotaur Rog11 (extraplanar)[/b] Large Monstrous Humanoid Hit Dice: 6d8+11d6+34 (99 hp) Initiative: +5 (+1 Dex, Improved Initiative) Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, –1 size, +5 natural), touch 10, flat-footed — (see text) Base Attack/Grapple: +14/+22 Attack: Greataxe +17 melee (3d6+6/x3) or gore +17 melee (1d8+4) Full Attack: Greataxe +17/+12 melee (3d6+6/x3) and gore +12 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Powerful charge 4d6+6, smite good, sneak attack +6d6 Special Qualities: Trapfinding, trap sense +3, Evasion, Uncanny dodge, Improved Uncanny dodge, Darkvision 60 ft., natural cunning, scent, damage reduction 10/magic, resistance to cold 10, resistance to fire 10, spell resistance 22 Saves: Fort +9, Ref +12, Will +8 Abilities: Str 19, Dex 13, Con 15, Int 7, Wis 10, Cha 8 Skills: Hide +12, Intimidate +8, Listen +19, Move Silently +12, Search +14, Spot +19 Feats: Great Fortitude, Power Attack, Track, Dodge, Mobility, Improved Initiative, Spring Attack Environment: Underground Organization: Solitary, pair, or gang (3–4) Challenge Rating: 17 Treasure: Ring of Invisibility, Ring of Blinking, Ghost Touch GreatAxe +2 Alignment: Usually chaotic Evil Advancement: By character class Level Adjustment: +4 A minotaur stands more than 7 feet tall and weighs about 700 pounds. Minotaurs speak Giant. COMBAT 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 +9 attack bonus that deals 4d6+6 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. Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Smite Good (Su): Once per day the creature can make a normal melee attack to deal 17 extra points of damage against a good foe. [/code] [/QUOTE]
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