Minotaur
Level 3 Elite Harrier- 2 Size
- 8 Speed
- 100 Stamina
- 2 Stability
- 5 Free Strike
Might
2Agility
2Reason
0Intuition
1Presence
-1
Flail and Blade 2d10 + 2 Signature Ability
Charge, Melee, Strike, Weapon Main Actiono Melee 2 x Two creatures or objects! 7 damage; push 1 @ 11 damage; push 2 # 14 damage; push 3Effect:The minotaur shifts up to 3 squares
Primal Bay 3 Malice
— Main Actiono Self x SelfEffect: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 2d10 + 2 5 Malice
Charge, Melee, Strike, Weapon Maneuvero Melee 2 x One creature or object! 5 damage; I < 0 dazed (save ends) @ 8 damage; I < 1 dazed (save ends) # 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 Actiono Ranged 8 x The triggering creatureA creature within distance deals damage to the minotaur.Effect:The minotaur uses theCharge 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.