Minotaur Berzerker: Difference between revisions
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| colspan="6" |'''Bull Rush.''' If the [[Minotaur]] Berzeker moved at least 10 ft towards a hostile creature that is Large or smaller before making a Gore attack, and hit with the attack, the Minotaur Berzeker deals 3 (1d6) additional sharp [[damage]]. | | colspan="6" |'''Bull Rush.''' If the [[Minotaur]] Berzeker moved at least 10 ft towards a hostile creature that is Large or smaller before making a Gore attack, and hit with the attack, the Minotaur Berzeker deals 3 (1d6) additional sharp [[damage]]. | ||
'''Rampage.''' When the Minotaur Berzeker is Bloodied, it has TA and deals 3 (1d6) additional damage on all hits. | '''Rampage.''' When the Minotaur Berzeker is Bloodied, it has TA and deals 3 (1d6) additional damage on all hits. | ||
'''Maze-Dweller.''' While on land, the Minotaur Berzeker cannot become lost, except by magical means. | '''Maze-Dweller.''' While on land, the Minotaur Berzeker cannot become lost, except by magical means. | ||
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| colspan="6" |'''Move.''' The Minotaur Berseker can move up to its speed. | | colspan="6" |'''Move.''' The Minotaur Berseker can move up to its speed. | ||
'''Gore.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp. | '''Gore.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp. | ||
'''Greataxe.''' ''Reach 5 ft Two-Handed Weapon.'' +3 vs AR. '''Hit:''' 12 (2d8+3) sharp. | '''Greataxe.''' ''Reach 5 ft Two-Handed Weapon.'' +3 vs AR. '''Hit:''' 12 (2d8+3) sharp. | ||
Revision as of 10:24, 9 April 2024
Half humanoid, half bull, minotaurs usually look rather menacing. While many lean into their savage appearance and seek employ as mercenaries or bouncers, other Minotaurs pursue their more intuitive side. Minotaurs have an uncanny sense of direction, so they are highly valuable in confusing underground tunnels and are often welcome aboard ships as chief navigators.
Minotaur Berzerker | |||||
|---|---|---|---|---|---|
| Monster Level: 6 | |||||
| Medium. Humanoid, Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 3 | 1 | 3 | 3 | 0 | 0 |
| Ref: 11 | Fort: 13 | Ant: 13 | Log: 10 | Will: 10 | |
| Armor Rating 12 | |||||
| Hit Points 60 | Immune Frightened | ||||
| Speed 40 ft | |||||
| Skills (STR) Applied Force +5, Menacing +10; (INT) Navigating +10 | |||||
| Features | |||||
| Bull Rush. If the Minotaur Berzeker moved at least 10 ft towards a hostile creature that is Large or smaller before making a Gore attack, and hit with the attack, the Minotaur Berzeker deals 3 (1d6) additional sharp damage.
Rampage. When the Minotaur Berzeker is Bloodied, it has TA and deals 3 (1d6) additional damage on all hits. Maze-Dweller. While on land, the Minotaur Berzeker cannot become lost, except by magical means. | |||||
| Actions | |||||
The Minotaur Berzerker can take TWO of the following actions, or take the same action twice. | |||||
| Move. The Minotaur Berseker can move up to its speed.
Gore. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) sharp. Greataxe. Reach 5 ft Two-Handed Weapon. +3 vs AR. Hit: 12 (2d8+3) sharp. Battle Axe. Reach 5 ft Hand-and-a-Half Weapon. +3 vs AR. Hit: 7 (1d8+3) sharp, or 8 (1d10+3) sharp if using two hands. | |||||
OR the Minotaur Berseker can take the following action. | |||||
| Frenzy. The Minotaur Berzeker makes a Battle Axe attack against each creature within 5 ft of it. | |||||
| Reactions | |||||
| Exploit (1/Round). The Minotaur can Exploit. | |||||