Accursed, Humanoid, Minotaur
EV 20
Immunity: โ
Weakness: โ
Movement: โ
Might
+2
Agility
+2
Reason
0
Intuition
+1
Presence
-1
◆
2d10 + 2
Signature Ability
Charge,
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 2
◎ Two creatures or objects
≤11
7 damage; push 1
12–16
11 damage; push 2
17+
14 damage; push 3
Effect: The minotaur shifts up to 3 squares.
⚔ 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.
Charge,
Melee,
Strike,
Weapon
◎ Maneuver
⚔ Melee 2
◎ One 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: If this ability is used as part of the Charge main action, its potency increases by 1.
⚔ 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.