Minotaur
Level 3 Troop HarrierMight
2Agility
2Reason
0Intuition
1Presence
-1Flail and Blade 2d10 + 2
push 1 12—16: 11 damage;
push 2 17+: 14 damage;
push 3
Shift 3.
Primal Bay (3 Malice)
The minotaur has damage immunity 2 and deals an additional 5 damage with their strikes until the end of their next turn. On their next turn, they have access to an additional maneuver.
Goring Horns (5 Malice) 2d10 + 2
I<0 dazed (save ends) 12—16: 8 damage;
I<1 dazed (save ends) 17+: 9 damage;
I<2 dazed (save ends)
The potency of this ability increases by 1 if it’s used while charging.
Retaliatory Gore
The minotaur charges the target using Flail and Blade or Goring Horns.
Minotaur Sense
The minotaur cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.