Cinderhoof Trampler
Medium natural humanoid, minotaur
Level 13 Skirmisher XP 800

HP 132; Bloodied 66Initiative +14
AC 27, Fortitude 26, Reflex 26, Will 23Perception+10
Speed 8
Resist 10 fire


Combat Advantage (fire)

Whenever the trampler hits a creature granting combat advantage to it, that creature takes ongoing 10 fire damage (save ends).

Standard Actions

Gore At-Will

Attack: Melee 1 (one creature); +18 vs. AC

Hit: 2d10 + 5 damage.

Goring Charge At-Will

Effect: The trampler charges and makes the following attack in place of a melee basic attack.

Attack: Melee 1 (one creature); +19 vs. AC

Hit: 2d10 + 10 damage, and the target falls prone.

Heart of the Nightmare (fire) Recharge

Effect: The trampler moves its speed and can move through enemies’ spaces during the move. Any creature that hits the trampler with an opportunity attack provoked by this movement takes 10 fire damage. Each time the trampler enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.

Attack: Melee 0 (creature in space); +16 vs. Reflex

Hit: 3d6 + 7 damage, and the enemy falls prone.

Triggered Actions

Trampler Ferocity

Trigger: The trampler drops to 0 hit points.

Effect (Immediate Interrupt): The trampler uses gore. If the attack hits, the trampler pushes the target 2 squares and knocks it prone.

Skills Athletics +17, Stealth +17
Str 22 (+12)                Dex 22 (+12)                Wis 19 (+10)
Con 20 (+11)                Int 19 (+10)                Cha 22 (+12)

Alignment evil        Languages Common

Published in Monster Manual 3, page(s) 140.