Maulotaurs
| Statistic | Wimpy Rules | Power Rules |
|---|---|---|
| Frequency | very rare | very rare |
| Intelligence | 15 (exceptional) | 16 (exceptional) |
| Treasure | nil | nil |
| No. Appearing | * 01 - 80: 1; * 81 - 99: 2; * 00: 3 | *01 -- 80: 1; *81 -- 99: 2; * 00: 3 |
| Armor Class | -7 | -7 |
| Movement | 6 | 6 |
| Hit Dice | 37 HD + 4 | 60 HD |
| THAC0 | 2 | 2 |
| No. of Attacks | 2 : 1 (melee/missile) | 3 : 2 (melee/missile) |
| Damage/Attack | 2d10+8 / 2d10+8 (maul/maul) | 2d12+12 (fist/fist) |
| Special Attacks | see below | see below |
| Special Defenses | as Minotaur (see Monstrous Manual, p. 252) | as Minotaur, all adjustments doubled. (see Monstrous Manual, p. 252) |
| Magic Resistance | 50% | 50% |
| Size | H (12') | H (12') |
| Morale | fearless (20) | fearless (19): retreats only if obviously overpowered |
| Miscellaneous | see below | see below |
Special Attacks
| Attack | Wimpy Rules | Power Rules |
|---|---|---|
| 1. Charge / Maul attack: Damage | 5d6 | 5d6 |
| 1. Charge / Maul attack: Distance | 20 yards | 20 yards |
| 2. Hammerhead missiles: Damage | 2d6 | 2d6 |
| 2. Hammerhead missiles: Range | — | 60 yards |
| 3. Magma Summoning: Damage | 5d12 | 5d12 |
| 3. Magma Summoning: Range | — | 200 yards |
Miscellaneous
| # | Wimpy Rules | Power Rules |
|---|---|---|
| 1 | Strength of 20 | Strength of 24 |
| 2 | +3 to surprise rolls | +4 to surprise rolls |
| 3 | Infravision | Infravision |
| 4 | Can track prey with 75% accuracy | Can track prey with 95% accuracy |
| 5 | Immunity to maze spells | Immunity to maze spells |
Description
Notes
A giant (GIANT???) version of a Minotaur, a Maulotaur is to a Minotaur what a Sherman tank is to a VW bug. It is as if some demented mage decided that Minotaurs were simply too wussy and prissy for his taste (which is probably how they were first created). In terms of origin, Maulotaurs are brethren of their lesser kin, though it is not known how Maulotaurs and Minotaurs react to members of the other subtype.
Maulotaurs have four different attacks: (1) they can physically maul their victims by charging with lowered horns; (2) their Large - sized maul weapon can throw a spread of magical hammerhead bolts; (3) their Maul can strike summon magmic fire from the ground and send it headlong through the earth at their victims' feet; (4) if their victims are close enough, they will pound them senseless with the Maul itself. The first three attacks are ranged and the last is melee.
Immunities
Maulotaurs are immune to fire and petrification/polymorph attacks. Magical cold attacks will do double damage, provided the Maulotaur's Magic Resistance is overcome first.