Minotaur Stampede

Level 10 Minion Defender
Accursed, Humanoid, Minotaur, Swarm EV 24
Stamina 17
Speed 8 Size 4 / Stability 2
With Captain Edge on strikes Free Strike 4

Might

5

Agility

5

Reason

0

Intuition

2

Presence

-1

Bull Rush 2d10 + 5

Charge, Melee, Strike, Weapon Signature Action
Melee 2 One creature or object per minion
≤11: 4 damage 12—16: 7 damage;
prone
17+: 9 damage;
prone and M<5 can’t stand (save ends)
Effect:

Each creature that the stampede moves through as a part of charging with this ability is M<4 knocked prone.

Swarm

The stampede can move through squares as if they were size-2, and can occupy other creatures’ spaces. At the start of the stampede’s turn, they can make a free strike against each creature they share a square with.

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  1. Minotaur Malice


    1. Bull Rush

      3+ Malice
      1. A minotaur acting this turn for every 3 malice spent has their speed increased by 4 and ignores difficult terrain until the start of their next turn.

    2. Cut the… Nonsense!

      5 Malice
      1. Until the start of their next turn, a minotaur acting this turn halves all incoming damage and can use Knockback as a free triggered action whenever an enemy enters an adjacent square.

    3. Bull’s Eye

      7 Malice
      1. All minotaurs in the encounter fill the area with generations of feeling lost and isolated. Each enemy within 5 of a minotaur is teleported 5 and makes an Intuition test.

      2. ≤11: The target can’t establish line of effect beyond 3 squares and frightened of all minotaurs (save ends) 12—16: The target can’t establish line of effect beyond 3 squares (EoT) 17+: no effect

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