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Minotaur
Accursed, Humanoid, Minotaur - Level 3 Elite Harrier EV 20
2
Size
8
Speed
100
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
0
Reason
+1
Intuition
-1
Presence

🗡 Flail and Blade (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; push 1
  • 12-16: 11 damage; push 2
  • 17+: 14 damage; push 3

Effect: The minotaur shifts up to 3 squares.

👤 Primal Bay (3 Malice)

- Main action
📏 Self 🎯 Self

Effect: Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes. On their next turn, the minotaur can use one additional maneuver.

🗡 Goring Horns (5 Malice)

Charge, Melee, Strike, Weapon Maneuver
📏 Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≤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: If this ability is used as part of the Charge main action, its potency increases by 1.

❗️ Retaliatory Strike

Ranged Triggered action
📏 Ranged 8 🎯 The triggering creature

Trigger: A creature within distance deals damage to the minotaur.

Effect: The minotaur uses the Charge main action and either Flail and Blade or Goring Horns against the target.

⭐️ Minotaur Sense

The minotaur can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.