Minotaur

Large Monstrous Humanoid
Hit Dice: 6d8+12, hp 39
Massive Damage Threshold: 15
Initiative: +0
Speed: 30 ft.
Defense: 14, touch 9, flat-footed 14 (-1 size, +5 natural)
Base Attack/Grapple: +6/+14
Attack: +9 melee (2d6+6, Huge lead pipe)
Full Attack: +9/+4 melee (2d6+4, Huge lead pipe), +4 melee (1d8+2, gore), or +9/+4 melee (1d4+4, slam), +4 melee (1d8+2, gore), or +5 ranged
Fighting Space/Reach: 10 ft. by 10 ft./10 ft.
Special Qualities: charge 4d6+6, scent, natural cunning, darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +5
Action Points: 0
Reputation: +0
Allegiances: chaos, evil
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +5, Jump +8, Listen +8, Search +6, Speak Giant, Spot +8
Feats: Archaic Weapons Proficiency, Great Fortitude, Power Attack
Possessions: Huge lead pipe (6 feet long, 4 inches thick)
Challenge Rating: 4
Advancement: By character class

Minotaurs have the following traits:

Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.

Scent (Ex): This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.

Skill Bonuses: Minotaurs receive a +4 species bonus on Search, Spot, and Listen checks.

Bonus Feat: A minotaur gains the bonus feat Archaic Weapons Proficiency or Simple Weapons Proficiency.

Automatic Language: Minotaurs speak (but neither read nor write) Giant or one other language.