Minotaur

Level 3 Troop Harrier
Accursed, Humanoid, Minotaur EV 20
Stamina 100
Speed 8 Size 2 / Stability 2
Free Strike 5

Might

2

Agility

2

Reason

0

Intuition

1

Presence

-1

Flail and Blade (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Charge, Melee, Strike, Weapon
Distance Melee 2 Target 2 creatures or objects
≤11: 7 damage;
push 1
12—16: 11 damage;
push 2
17+: 14 damage;
push 3
Effect:

Shift 3.

Primal Bay (Action) ♦ 3 Malice VP

Keywords
Distance Self Target Self
Effect:

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 (Maneuver) ♦ 2d10 + 2 ♦ 5 Malice VP

Keywords Charge, Melee, Strike, Weapon
Distance Melee 2 Target 1 creature or object
≤11: 5 damage;
I<0 dazed (save ends)
12—16: 8 damage;
I<1 dazed (save ends)
17+: 9 damage;
I<2 dazed (save ends)
Effect:

The potency of this ability increases by 1 if it’s used while charging.

Retaliatory Gore (Triggered Action)

Keywords
Distance Self Target Triggering creature
Trigger: The minotaur takes damage from a creature within 8.
Effect:

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.

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