Medium sentient humanoid (6d6)STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)MELEE DEFENCE 24RANGED DEFENCE 12MENTAL DEFENCE 12VITAL DEFENCE 24HEALTH 60SOAK 12; VULN noneIMMUNE Confused, DazedINITIATIVE 3d6PERCEPTION 3d6 SPEED 6; CLIMB 3; JUMP 6'/6'CARRY 200lb (max lift 500lb)REACH 5-ftACTIONS 2🅜 Trident 6d6 melee (3d6+4 piercing damage)Skills navigation 6 (3d6), sailing 6 (3d6), tracking 6 (3d6), scent 10 (4d6), concentration 3 (2d6), carrying 3 (2d6), tactics 3 (2d6), tridents 6 (3d6), hardy 10 (4d6)Gear trident Indomitable. Minotaurs are immune to the Confused and Dazed conditions.Charge! The minotaur lowers its head and charges a foe with its horns. It moves its full SPEED (6) and does 4d6 piercing damage as one action. It must move at least 15' in a straight line.