|ST: 20||HP: 20||Speed: 5.50|
|DX: 11||Will: 8||Move: 5|
|IQ: 8||Per: 10|
|HT: 13||FP: 13||SM: 0|
|Dodge: 9||Parry: 10||DR: 4*|
Very Great Axe (13): 3d+5 cutting. Reach 1, 2*.
Impaling Horns (14): 2d+3 impaling. Reach C, 1.
Traits: Absolute Direction; Acute Hearing; Bad Temper (12 or less); Berserk (12 or less); Bully (12 or less); Combat Reflexes; Peripheral Vision.
Skills: Brawling-14; Two-Handed Axe/Mace-13.
Special Powers: Power Blow-23 (1 FP); Instant-use at skill 13. Doubles ST to 40 for one blow—4d+9 impaling for Impaling Horns, 6d+4 cutting for Axe.
Class: Mundane (Minotaur).
Combat Effectiveness Rating: 45 (OR 29 and PR 16).
Notes: Killer, Greater Power Killer. Crude Minotaurs are strong enough to swing their massive axes every round without penalty. Don't worry about parrying - Berserk makes that a bit pointless. Skull DR 9.
Technically willing to negotiate, but easily irritated by everything and likely to smash adventurers in the face randomly mid-negotiation. Generally wears leather armor (heroes may loot). Great Axe is cheap (heroes may also loot).
Meta-notes: High base ST from the racial template, plus ST from Killer and Power Killer, plus Power Blow = potentially smashed to bits PCs.
For the sake of PCs surviving, I might actually recommend going with All Out Attack for extra damage, NOT for +4 to hit - going from a 13 to a 17 to hit is going to dangerously improve his accuracy.
A group of five or six Crude Minotaurs might still be dealt with, because they're so tactically restricted - use terrain features or magic to prevent them from advancing rapidly, stay out of their Reach, and snipe at your leisure. One or two Crude Minotaurs with Orc Warrior and Orc Hunter thralls, however, are going to be trouble.
They're only 180 points, but alarmingly deadly.
Labyrinth Lurker (Lesser Boss)
Minotaur Serial Killers.