Tiny Minotaurs


Advice


I am trying to create a creature for a campaign I am working on. They are essentially a sentient race of tiny sized minotaurs or mini-taurs. I am trying to figure out some stats for this.

I am currently thinking about using the effects of "Reduce Person" to convert them to a smaller size. I am confused on how to stat the powerful charge though. Any suggestions would be helpful

Scarab Sages

I would recommend using the Size Changes table (in reverse, as it seems to assume size INcreases) for the size decrease.

For the Powerful Charge, it looks like it doubles the base damage die, then adds 1.5 * Strength bonus to damage, as if it were a monster with a single attack. I'd recommend just using that formula after you've applied the size changes to the gore attack damage to determine the Powerful Charge stats.

(Make sure to adjust the damage via the Natural Attacks by Size table.)


Instead of using reduce person, use the size change table in the monster advancement section as a starting point. Then add plant traits for them being made of rice, I guess. The powerful charge just reduce the damage dice appropriately (2d6 -> 1d8 -> 1d6 -> 1d4), but it still deals 1.5x str bonus damage.

EDIT: Ninjaed by Arazyr, though even though I initially remembered it as doubling, I'm not convinced by the description of Powerful Charge that it's always a doubling rather than an increase. Still, 2d2 isn't much better than 1d4 in any case


Thanks, I didn't know about that table.

Why would I make them be made of rice?

Designer, RPG Superstar Judge

Start with a Tiny creature stat block, like a grig, and switch the type to monstrous humanoid. You'll get better results than trying to use the size-scaling rules across multiple sizes.

Scarab Sages

aaronpark wrote:
They are essentially a sentient rice of tiny sized minotaurs or mini-taurs.

I think Rogue Eidolon mistook this typo as part of the modifications you're making. 8^)

Scarab Sages

SKR makes a good point. The Size Changes table, if used in reverse from Large to Tiny, would reduce Strength by 16 points or so, which could be debilitating, even for a Tiny creature. I was also just starting to think that a size change along probably wouldn't be a good idea, and you'd want to reduce Hit Dice as well. Modifying a creature already designed and balanced at that size would probably be a good way to avoid both these problems.


Yeah, that is true. I am probably going to do it that way. I will just keep a lot of the special thins about minotaurs the same and work from the stats of another creature.


Arazyr wrote:
aaronpark wrote:
They are essentially a sentient rice of tiny sized minotaurs or mini-taurs.
I think Rogue Eidolon mistook this typo as part of the modifications you're making. 8^)

Wait, it's not made of rice? That's what got me interested in this thread in the first place! Rice minotaurs are an awesome idea. Or maybe some kind of rice paper minotaur constructs...hmmm....


Rogue Eidolon wrote:


Wait, it's not made of rice? That's what got me interested in this thread in the first place! Rice minotaurs are an awesome idea. Or maybe some kind of rice paper minotaur constructs...hmmm....

I may have to make a rice based monster for future encounters


I prefer spaghetti based monsters.


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Ricetaur CR 1/3
XP 135
CN Tiny plant
Init +4; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 17, touch 16, flat-footed 13 (+1 Armor, +4 Dex, +2 size)
hp 8 (1d8+4)
Fort +3, Ref +4, Will +1
Defensive Abilities natural cunning, rice ball

OFFENSE

Speed 30 ft.
Melee Tiny greataxe +0 (1d6-3/×3) and gore +1 (1d2-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks powerful charge (gore +8, 1d4-3)

TACTICS

Before Combat: Ricetaurs prefer to lure their prey into confusing terrain, such as a rice paddy, before setting up an ambush. If possible, they stalk their prey for days before finally committing to battle.

During Combat: Ricetaurs typically begin combat by charging the most threatening opponent. They follow this up with "devastating" swings of their greataxes.

Morale: Out in the open, a ricetaur attempts to flee from combat or curl up in a rice ball after taking damage. If in a rice paddy or other controlled territory, most ricetaurs fight to the death.

STATISTICS

Str 7, Dex 18, Con 13, Int 9, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Toughness, Weapon Finesse (B)
Skills Intimidate -5, Perception +10, Stealth +12, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Giant, Tian
Gear rice padded armor, rice paper, ink

Natural Cunning (Ex)

Although ricetaurs 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.

Rice Ball (Ex)

As a move action, a ricetaur can roll itself up into a slippery rice ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the ricetaur must succeed on a DC 11 Reflex save before attempting a grapple check (the save DC is Constitution-based). While rolled up, a ricetaur cannot take any action other than leaving this state, although if it is on an inclined surface, it rolls 20 feet on its turn down the surface if it takes no other action. The ricetaur can leave this state as a move action.

ECOLOGY

Environment temperate or warm rice paddy
Organization solitary, pair, or komebitsu (3–12)
Treasure standard (Tiny greataxe, other treasure)

A chaotic neutral spellcaster with the Improved Familiar feat can gain a ricetaur as a familiar at 5th level.

Liberty's Edge

plagiarist...


Sorry guys--the ricetaur's base attack line should read:

Base Atk +0; CMB -4; CMD 10


aaronpark wrote:
I am trying to create a creature for a campaign I am working on. They are essentially a sentient race of tiny sized minotaurs or mini-taurs.

No fair! Let somebody else make the mini-taur joke! Bad OP! :D

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