Bogs of Bane: Minotoyle

minotoyleThe torso of this man-bull is enormous and you are impressed by the detail the sculptor put into this incredible dark gray rock statue.

XP 2,400
CE Large monstrous humanoid (earth)
Init +2; Senses darkvision 60 ft.; Perception +10

AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size)
hp 68 (8d10+24
Fort +9, Ref +4, Will +7
Defensive Abilities natural cunning; DR 10/magic

Speed 40 ft.
Melee 2 claws +11 (1d8+4), bite +6 (1d6+4), gore +6 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks fiendishly powerful charge (gore +13, 2d6+6)

Before Combat Minotoyles use their fiendish camouflage and freeze abilities to stay hidden or appear as simple statues.
During Combat Minotoyles begin their assault with a fiendishly powerful charge. When fighting in groups they switch targets frequently, but when alone a minotoyle focuses on the most heavily armored targets first.
Morale Minotoyles have been bred to serve and their masters reinforce that notion heavily; these creatures fight to the death unless ordered not to by the creature they serve.

Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 7
Base Atk +8; CMB +13 (+15 bull rush); CMD 26 (28 vs. bull rush)
Feats Dodge, Improved Bull Rush, Multiattack, Power Attack
Skills Acrobatics +5 (+35 to jump), Intimidate +7, Perception +10, Stealth +11 (+17 in stony areas), Survival +5; Racial Modifiers +30 Acrobatics to jump, +2 Stealth (+6 in stony environs); Size Modifiers -4 Stealth
Languages Abyssal, Common, Terran, Undercommon
SQ fiendish camouflage, freeze

Environment any (Vast Swamp)
Organization solitary, pair, or gang (3-12)
Treasure none

Fiendish Camouflage (Ex) By spending two consecutive full-round actions remaining still and using its freeze ability, a minotoyle’s stony exterior changes colors and patterns to match the creature’s surroundings, granting it a +10 circumstance bonus to Stealth checks so long as it remains completely still.
Fiendishly Powerful Charge (Ex) A minotoyle can incorporate an Acrobatics check to jump when using the charge action against an opponent. In addition, when the minotoyle jumps into a square adjacent to a creature as part of its charge action and makes a gore attack, it rolls twice and takes the better result.


There was a once a powerful cabal of mages that attempted to overthrow and murder the Mud King, but the demon got the better of them. Rather than kill his prisoners he transformed them into subservient slaves using their magically-empowered souls to bind together several minotaurs and gargoyles; what resulted were incredibly strong, tough, and subservient creatures he deemed minotoyle. They are most commonly found in the Mangrove Maze but when sent on a task, it’s been said that some travel the breadth of Aventyr until it is completed.


5E Rules

Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 76 (9d10+27)
Speed 40 ft.

STR 18 +(4), DEX 11 (+0), CON 16 (+3), INT 9 (-1), WIS 16 (+3), CHA 9 (-1)

Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Terran
Challenge 4 (1,100 XP)

Agile Jumper. The minotoyle may jump as part of a charge and automatically adds +15 ft. to its jump distances.
False Appearance. As a gargoyle’s.
Fiendish Camouflage.
While the minotoyle remains motionless, it may change the color of its skin to that of its surrounding to gain advantage on Stealth checks.
Fiendish Charge. If the minotoyle moves at least 10 feet straight toward a target and uses agile jump in conjunction with a gore attack, the targets takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone; the target has disadvantage on this Strength saving throw.
Labyrinthine Recall. As a minotaur’s.
Reckless. As a minotaur’s.

Multiattack. The minotoyle makes three attacks: one with its gore, one with its bite, and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Leave a Comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Shopping Cart
Scroll to Top