View Full Version : Within the Twisting Green [Creature]

The Demented One
2006-08-10, 10:20 PM
Hedgeborn Minotaur
Size/Type: Large Plant
Hit Dice: 13d8+78 (134 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 21 (-1 size, +12 natural), touch 9, flatfooted 21
Base Attack/Grapple: +9/+20
Attack: Gore +15 melee (1d8+7)
Full Attack: Gore +15 melee (1d8+7) and 2 Slams +10 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create labyrinth, woodland charge
Special Qualities: Plant traits, low-light vision, DR 10/slashing, fast healing 5, fire vulnerability, greater woodland stride, maze movement
Saves: Fort +14, Ref +5, Will +7
Abilities: Str 24, Dex 10, Con 22, Int 4, Wis 18, Cha 8
Skills: Listen +10, Spot +10, Survival +8
Feats: Power Attack, Improved Bull Rush, Improved Initiative, Lighting Reflexes, Track
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 14-20 HD (Large), 21-32 HD (Huge)
Level Adjustment: +2

Hedgeborn Minotaurs are capricious plant creatures who strongly resemble the maze-dwelling minotaurs. While their humanoid cousins are content to roam labyrinths, however, Hedgeborn Minotaurs create them, weaving hedge and vine together to form an inescapable labyrinth. Once they have created their maze, they take glee in tracking down their prey–any who has invaded their territory–and goring them on their thorn-like horns. A Hedgeborn Minotaurs has the physique of a minotaur, but its body is made of hedge-like plant matter.

Create Labyrinth (Su)
As a standard action, a Hedgeborn Minotaur may create a 30 ft. by 30 ft. labyrinth of hedges, centered on itself. All creatures in the labyrinth when it is created except the minotaur or that enter it later become trapped in it. A creature in the labyrinth can move only at half speed, and it cannot move past the boundaries of the labyrinth. Damaging the labyrinth cannot create an exit–the labyrinth simply creates more twisting passages. Only by making a DC 20 Intelligence check can they escape. In addition, teleportation may be used to escape the labyrinth, but flight may not, as the hedges form an impassable “ceiling” over any creature that attempts to fly out. After 10 minutes, the hedges of the maze wither and die, freeing all those that were trapped in it.
Woodland Charge (Ex)
Whenever a Hedgeborn Minotaur charges, as long as it moves at least 10 ft. through some kind of undergrowth, it gains a +4, rather than +2, bonus on its attack roll and takes no penalty to armor class.

Greater Woodland Stride (Ex)
A Hedgeborn Minotaur may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. It can move normally even through magically created undergrowth with no penalty.

Maze Movement (Su)
As long as a Hedgeborn Minotaur is in a labyrinth it created or adjacent to one, it may take a swift action to teleport to any space within the labyrinth.