Humanoids

MINOTAUR

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min.png

MINOTAUR

$8.00

Large sentient fey humanoid (8d6)   

Mighty bull-headed hunters and sailors.    

STR 15 (5d6)  AGI 4 (2d6)  END 12 (4d6)
INT 15 (5d6)  LOG 4 (2d6)  WIL 10 (4d6) CHA 3 (2d6)  LUC 3 (2d6)  REP 18 (5d6)

HEALTH 68  
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 25
SOAK 0; VULN -                                    

INITIATIVE 7d6
PERCEPTION 5d6 (scent 9d6); darksight 150'    
SPEED 8; CLIMB 4; JUMP 8'/15'    
CARRY 450lb (max lift 1,350lb)

ACTIONS 2    
NATURAL DAMAGE 2d6+5                                                               

Gore 5d6 (2d6+5 piercing damage)
Trident 8d6 (2d6+5 piercing damage; reach, set)                      

Skills navigation 6 (3d6), sailing 6 (3d6), tracking 6 (3d6), scent 10 (4d6), concentration 3 (2d6), carrying 3 (2d6), tactics 3 (2d6), tridents 6 (3d6), hardy 10 (4d6)
Gear trident    

Indomitable. Minotaurs are immune to the Confused and Dazed conditions.

Feint (m). The minotaur can spend an action to gain +1d6 to a melee attack in an immediate subsequent action.

Charge (1).  As a single action, the minotaur moves its speed in a straight line and then attack with its horns at the end of it, paying 2d6. It gains +1d6 damage to this attack. The target is impaled, and takes 2d6 piercing damage each round until it escapes or the minotaur releases it. The minotaur must use on action per round to maintain the impale, and the victim can escape with a STR check vs. the minotaur's MELEE DEFENSE.  

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