TEXT: Exotic Encounters:
  Minotaurs
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great job 
  of attacking the problem of providing game statistics and 
  mechanical information for a very wide variety of creatures. 
  There are a lot of strange creatures from fantasy novels and 
  movies, from ancient mythology, and, as time went on, from 
  the twisted minds of game designers and even GMs, for 
  that matter. Anyone today who tried to go about creating an 
  extensive bestiary of all the different cool and interesting 
  fantasy monsters could fill three or four volumes with three 
  hundred monsters each, and still have a long way left to go, 
  with fans crying out for various “forgotten” monsters to get 
  some attention. That kind of breadth doesn’t leave a whole 
  lot of room for depth, and that’s where Exotic Encounters 
  comes in.
   
  There are all kinds of reasons why you might not 
  want to use a monster stat-block straight from the core 
  rules. For one thing, if your players have a habit of browsing 
  through such books, or are long-time veterans who know 
  the basic ins and outs of most fantasy staples, you may 
  need an unusual stat-block just to throw them a curve 
  ball and teach them that they can’t count on their out of 
  character knowledge to take all the mystery out of the game. 
  Alternatively, many GMs can recall a time when they wanted 
  to make use of a certain monster in their game, only to find 
  that it was a few CRs too high or low for what they had in 
  mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These variants 
  aren’t simple tweaks, and are more than simply advancing 
  or removing Hit Dice, though that occurs as well. Each of 
  these three variations on the monster’s theme has a specific, 
  flavorful goal in mind, and a role to play, and their statistics 
  entries are gently massaged in order to make them fit those 
  roles. Further, each of these variants comes with brand new 
  specially-crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the minotaur. A classic of greek myth, these half-
  men half-bulls have captured imaginations for centuries. 
  Though depicted in legend as a terrifyingly powerful 
  guardian and deadly foe, the standard Pathfinder minotaur 
  is only CR 4. The minotaurs in this tome are designed to 
  take minotaurs from being an uninspiring low-level bruiser 
  to a memorable encounter unto themselves. First, the two-
  headed minotaur (CR 7) is a feral and wild beast with 
  a fractured mind, whose savage offensive power is only 
  somewhat mitigated by its mental fragility. The bronze 
  minotaur (CR 10) sounds like a construct (and looks like 
  one too) but isn’t. This terrible guardian of tombs and other 
  such places is an expert at crafting traps, and the sound of 
  its approaching footsteps is so terrible that it drives fear into 
  the heart of seasoned adventurers. Finally, the maze master 
  minotaur (CR 15) is a minotaur of a more magical bent, who 
  can drag foes into a mystical maze of its own creation, where 
  they face deadly threats and, if slain, grant the maze master 
  minotaur the ability to create a simulacrum of the victim to 
  serve him.
  
  3
  Two-Headed Minotaur
   
  This creature is humanoid, but covered in coarse, 
  thick red fur. Its hands end in sharp claws, and its two 
  heads both resemble that of an angry bull, their eyes rolling 
  in their heads and their four horns stained red with blood.
  MINOTAUR, TWO-HEADED  
                          CR 7
  XP 3,200
  CE Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
  hp 85 (10d10+20)
  Fort +7, Ref +7, Will +7
  Defensive Abilities natural cunning
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+4) and 2 gores +8 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bestial rage 12 rounds/day, powerful 
  charge (2 gores +15, 4d6+8), rend (2 gores, 2d6+6 plus 1d6 
  bleed damage)
  STATISTICS
  Str 19, Dex 10, Con 15, Int 5, Wis 10, Cha 6
  Base Atk +10; CMB +15; CMD 25
  Feats Great Fortitude, Improved Bull Rush, Improved 
  Natural Attack (gore), Power Attack, Toughness
  Skills Intimidate +8, Perception +12, Stealth +4, Survival 
  +12; Racial Modifiers +10 Intimidate, +4 Perception, +4 
  Survival
  Languages Giant
  SQ fractured mind
  ECOLOGY
  Environment any temperate
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Bestial Rage (Ex): As a free action, a two-headed 
  minotaur can fly into a deadly rage. This functions as 
  the barbarian’s rage class feature, with a few exceptions. 
  First, while raging, the bestial minotaur gains a +8 
  bonus to Strength and a -4 penalty to Dexterity, instead 
  of the normal amounts. He does not gain a bonus to 
  his Constitution score as a result of raging in this way. 
  Additionally, at the end of the rage, instead of being 
  fatigued, the two-headed minotaur suffers a -4 penalty 
  to Strength and Dexterity. The duration of this penalty is 
  the same as the normal duration of the fatigue effect at 
  the end of a barbarian’s rage. Finally, the number of daily 
  rounds of bestial rage that a two-headed minotaur can use 
  is equal to its racial Hit Dice + its Constitution modifier.
   
  Fractured Mind (Ex): A two-headed minotaur’s 
  mind is divided between its two heads, which both makes 
  it more resilient to mental assault, and more fragile. 
  Whenever the two-headed minotaur is forced to make 
  a Will save, it can roll twice and take the better result. 
  However, whenever the two-headed minotaur fails a Will 
  save for any reason, in addition to the normal effects of 
  failing the Will save, the two-headed minotaur becomes 
  confused for 1d4 rounds.
   
  Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning and 
  logical ability. This gives them immunity to maze spells 
  and prevents them from ever becoming lost. Further, they 
  are never caught flat-footed.
   
  Powerful Charge (Ex): In addition to the normal 
  effects of a powerful charge, whenever a two-headed 
  minotaur uses the charge action, he can make two gore 
  attacks instead of making a single attack.
   
  Two-Headed Combatant (Ex): A two-headed 
  minotaur cannot be flanked (it is still subject to critical 
  hits and precision-based damage). Additionally, the two-
  headed minotaur has two gore natural attacks. While two-
  headed minotaurs do not typically wield manufactured 
  weapons, if one did, it would not suffer a penalty on attack 
  or damage rolls for attacking with two weapons, because 
  each of its two heads controls an arm.
  Ecology
   
  These strange, mutated minotaurs are very 
  uncommon, and generally only occur in one out of a 
  thousand or so minotaur births. Of these staggeringly 
  low numbers, only a small fraction survive the first few 
  days after being born. Most minotaur traditions hold that 
  two-headed minotaurs are a sign of divine displeasure, 
  as well as metaphysically tainted and unclean, and are a 
  curse upon any tribe that harbors them. As a result, most 
  minotaurs that give birth to a two-headed minotaur will 
  slay it outright rather than have to face the shame that 
  their child would cause them. Even when the parents 
  are not willing to destroy their “abomination” offspring, 
  the rest of the tribe will often band together to stone the 
  child to death, and sometime the parents, as well. A few 
  of the more tolerant tribes simply leave infant two-headed 
  minotaurs exposed to the elements, where most still 
  die, but a few manage to survive and grow to adulthood. 
  Because they are almost universally shunned by their kin 
  (and rarely welcomed by other intelligent races, for that 
  matter), two-headed minotaurs are more feral and less 
  intellectually developed than other minotaurs, though 
  some believe that this is due instead to the fact that 
  their brains are split between their two heads: whereas 
  creatures like ettins have two distinct heads with different 
  personalities, a two-headed minotaur has a single, if 
  slightly fractured, mind. As a result, they have extreme 
  difficulty focusing for extensive periods, though the dual 
  nature of their minds can sometimes allow them to reach 
  complex conclusions much more quickly than other 
  species, making them a dangerously cunning foe.
  
  4
  Bronze Minotaur
   
  This creature appears to be a minotaur, but its skin is 
  smooth, and appears to have been made of burnished bronze. 
  The creature moves far too fluidly to be a proper golem, 
  however, and you can see steam escaping from its nostrils as 
  it snorts at you angrily and hefts its flaming, golden axe above 
  its head.
  MINOTAUR, BRONZE  
                                         CR 10
  XP 9,600
  LN Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 24, touch 9, flat-footed 24 (+15 natural, -1 size)
  hp 142 (15d10+60)
  Fort +10, Ref +9, Will +11
  DR 10/magic; Immune magic; Resist fire 10; Defensive 
  Abilities natural cunning
  Weaknesses fire weakness
  OFFENSE
  Speed 30 ft.
  Melee +1 flaming greataxe +19/+14/+9 (3d6+7 plus 1d6 
  fire/19-20 x3) and gore +13 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks intimidating steps, powerful charge (gore 
  +20, 2d6+6)
  STATISTICS
  Str 19, Dex 10, Con 17, Int 7, Wis 10, Cha 8
  Base Atk +15; CMB +20; CMD 30
  Feats Great Fortitude, Improved Bull Rush, Improved 
  Critical (greataxe), Improved Natural Attack (gore), Iron 
  Will, Power Attack, Step Up, Toughness
  Skills Craft (traps) +16, Intimidate +9, Perception +15, Stealth 
  +7; Racial Modifiers +8 Craft (traps), +4 Perception
  Languages Giant
  ECOLOGY
  Environment any ruins or underground
  Organization solitary, pair, or patrol (4-6)
  Treasure standard (+1 flaming greataxe, other treasure)
  SPECIAL ABILITIES
   
  Elite Trapsmith (Ex): Bronze minotaurs are masters 
  of creating and working around traps. A bronze minotaur can 
  create and reset traps in half the time that it normally costs 
  to create or reset them. In addition, a bronze minotaur never 
  accidentally triggers his own traps, and is immune to any 
  damage inflicted by traps that he created.
   
  Fire Weakness (Ex): Whenever a bronze minotaur 
  suffers at least 1 point of fire damage (after applying its fire 
  resistance), it is staggered until the end of its next turn.
   
  Immunity to Magic (Ex): A bronze minotaur is 
  immune to all spells of 4th level or lower. Additionally, any 
  spell that requires a ranged touch attack that targets the 
  bronze minotaur is reflected off its metallic skin and back 
  towards the caster. The bronze minotaur makes a new 
  attack roll for the spell, using its own base attack bonus 
  and Dexterity modifier. It suffers a -4 penalty on attack rolls 
  made in this way. If the second attack roll hits, the source of 
  the spell is affected by it as though he had been the initial 
  target. This ability also applies to spell-like abilities, but not 
  supernatural abilities, even if they mimic spells.
   
  Intimidating Steps (Ex): The sound of a bronze 
  minotaur’s footsteps slowly stalking through its territory is 
  enough to unnerve even hardened adventurers. As a full-
  round action, the bronze minotaur can move up to its speed 
  while walking in an intimidating fashion. If he does so, then 
  he may make a special Intimidate check with a +5 bonus, 
  which applies to all characters that can hear him but cannot 
  see him. This otherwise functions as the demoralize function 
  of the Intimidate skill. Creatures that cannot hear the bronze 
  minotaur, or can both see and hear him, are not affected.
   
  Natural Cunning (Ex): Although bronze minotaurs 
  are not especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze spells 
  and prevents them from ever becoming lost. Further, they are 
  never caught flat-footed.
  Ecology
   
  Bronze minotaurs are not a true subspecies of 
  minotaur, but rather the result of strange arcane forces. 
  Bronze minotaurs are incapable of breeding, either with 
  each other or with other minotaurs, and so cannot have 
  offspring of any kind. Instead, each bronze minotaur was 
  once a standard minotaur, who was affected by a powerful 
  and mysterious curse, which transforms his flesh to have 
  the appearance of bronze, among other changes. The 
  transformation occurs over the course of one week, during 
  which a small patch of bronze-colored skin slowly spreads 
  across the minotaur’s entire body. The process also warps 
  the bronze minotaur’s mind, making it much more rigid and 
  orderly (although not any more intelligent), and compelling 
  it to seek out treasures and relics to guard.
   
  While a bronze minotaur’s skin has the appearance 
  of bronze, and is quite hard, it is not actually metallic. A 
  bronze minotaur is warm to the touch, and its movements 
  are not hindered in any way by the transformation. One sage, 
  who conducted very thorough experiments on the matter, 
  noted that the bronze minotaur’s internal organs appear to 
  undergo the same transformation, and it is bronze-colored 
  throughout. This may explain why the bronze minotaur 
  does not need to eat, though it still needs to breathe and 
  sleep. The same sage also noted that, after death, a bronze 
  minotaur’s body does decompose, and that while it is 
  resistant to fire, if its body is heated sufficiently, it burns, 
  rather than melting.
   
  The exact nature of the curse is unknown, though 
  it does not spread by contact from one minotaur to another. 
  Some scholars postulate that it is in fact a powerful and secret 
  spell, which archwizards use to draft guardians for their 
  treasures, while others, pointing out the lack of any known 
  spell that does such a thing, postulate that it is the work of 
  the gods, perhaps punishing minotaurs who are extremely 
  wicked, or even rewarding those that serve them well.
  
  5
  Maze Master Minotaur
   
  The creature before you appears entirely human 
  from the neck downwards, dressed only in a kilt made of gold 
  cloth. His body is muscular and tan, and appears to gleam, as 
  though oiled. From the neck up, instead of a human head, it 
  has the head of a bull, its eyes glowing an angry shade of red, 
  its curved horns sharpened to points. 
  MINOTAUR, MAZE MASTER 
   
                          CR 15
  XP 51,200
  CE Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +40
  DEFENSE
  AC 27, touch 9, flat-footed 27 (+18 natural, -1 size)
  hp 210 (20d10+100)
  Fort +12, Ref +14, Will +19
  Defensive Abilities exceptional cunning
  OFFENSE
  Speed 30 ft.
  Melee +2 flaming greataxe +25/+20/+15/+10 (3d6+6 plus 1d6 
  fire/19-20 x3) and gore +17 (1d6+1)
  Space 10 ft.; Reach 10 ft.
  Special Attacks deadly maze (3/day, DC 27), powerful charge 
  (gore +24, 2d6+4)
  Spell-Like Abilities (CL 15th)
       Constant—nondetection
       3/day—alarm, arcane lock, obscure object
       1/day—hungry pitAPG (DC 22), solid fog
  STATISTICS
  Str 17, Dex 10, Con 19, Int 11, Wis 24, Cha 8
  Base Atk +20; CMB +24; CMD 34
  Feats Great Fortitude, Improved Critical (greataxe), 
  Improved Bull Rush, Lightning Reflexes, Power Attack, 
  Skill Focus (Intimidate), Skill Focus (Perception), Step Up, 
  Toughness, Weapon Focus (greataxe)
  Skills Intimidate +28, Perception +40, Stealth +19, Survival 
  +34; Racial Modifiers +4 Perception, +4 Survival
  Languages Aklo, Common
  SQ maze minion
  ECOLOGY
  Environment any ruins or underground
  Organization solitary
  Treasure standard (+2 flaming greataxe, other treasure)
  SPECIAL ABILITIES
   
  Deadly Maze (Sp): Three times per day, as a full-
  round action, a maze master minotaur can consign a single 
  creature within 60 feet to an extradimensional maze full 
  of deadly horrors. This functions as the maze spell, with a 
  few exceptions. First, in order to escape the maze, instead 
  of succeeding on a DC 20 Intelligence check, the trapped 
  creature must succeed on an opposed Wisdom check against 
  the maze master minotaur. If desired, the trapped creature 
  may substitute an Intelligence check instead of a Wisdom 
  check. Additionally, whenever the trapped creature fails an 
  opposed check in this way, he suffers 3d6 points of damage, 
  plus an additional 1d6 points of damage for every 2 points by 
  which the maze master minotaur’s resulted exceeded his own 
  (to a maximum of 8d6). Finally, the effect lasts indefinitely, 
  and the trapped creature is not automatically released after 10 
  minutes.
   
  The maze master minotaur can only affect one 
  creature with this ability at a time. If the maze master 
  minotaur uses this ability while a creature is already trapped 
  within the maze, the first creature is released. If the maze 
  master minotaur is ever the target of a maze spell, in addition 
  to being immune to it, he also regains a daily use of this 
  ability. The saving throw DC to resist this ability is 27, and is 
  Constitution-based.
   
  Exceptional Cunning (Ex): Maze master minotaurs 
  have a much greater natural cunning and logical ability than 
  the average minotaur. In addition to being immune to maze 
  spells and becoming lost, and never being flat-footed, a maze 
  master minotaur cannot be flanked except by a character 
  with 4 or more rogue levels than the maze master minotuar’s 
  CR. Additionally, the maze master minotaur automatically 
  disbelieves any spells of the illusion school that are subject to 
  disbelief.
   
  Maze Minion (Su): Whenever a creature dies 
  while affected by the maze master minotaur’s deadly maze 
  ability, the maze master minotaur gains the ability to 
  create a simulacrum of that creature. This functions as the 
  simulacrum spell, except that the maze master minotaur can 
  create the simulacrum as a full-round action, and can only 
  have one simulacrum created in this way at any one time. If 
  the maze master minotaur creates a new simulacrum while 
  a previous simulacrum exists, the previous simulacrum is 
  immediately destroyed. Once he creates a simulacrum of 
  a creature in this way, he loses the ability to create further 
  simulacrums of that creature, so if the simulacrum is 
  destroyed, he cannot create another. Unlike the simulacrum 
  spell, this ability does grant the maze master minotaur direct 
  telepathic control over the simulacrum created in this way.
   
  Spell-Like Abilities: A maze master minotaur uses 
  his Wisdom, rather than his Charisma, to determine the 
  saving throw DCs of his spell-like abilities.
  Ecology
   
  While minotaurs of all sorts are often associated 
  with mazes, due primarily to their keen navigational sense 
  and occasional penchant for making their lairs in such 
  locales, maze master minotaurs truly deserve their name, 
  and are masters of navigating tricky and winding paths both 
  physically and mentally. These strange creatures do not seem 
  to have much in common with their lesser kin other than 
  a few superficial features. While most standard minotaurs 
  have bull-like features throughout their body, including fur 
  and often hooves or a tail, the maze master minotaur has a 
  much stranger appearance, with only its head marking it as 
  different from a normal man. The maze master minotaur 
  does not speak Giant, as most minotaurs do, but rather 
  speaks Common and Aklo. Further, maze master minotaurs 
  do not associate with other types of minotaurs, and vice 
  versa.
  
  6
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  7
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Unicorns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Dryads Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Centaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Minotaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.
   
  END OF LICENSE 
  
  Exotic Encounters: Minotaurs
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Minotaurs.pdf