Minotaur: Difference between revisions

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| colspan="3" |'''[[Skills]]''' (STR) Applied Force +5, Menacing +3; (INT) Navigating +10
| colspan="6" |'''[[Skills]]''' (STR) Applied Force +5, Menacing +3; (INT) Navigating +10
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! colspan="6" |Features
! colspan="6" |Features
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! colspan="6" |Reactions
! colspan="6" |Reactions
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| colspan="6" |'''Exploit (1/Round).''' The Minotaur can Exploit.
| colspan="6" |'''Exploit (1/Round).''' The Minotaur can [[Actions#Advanced Maneuvers|Exploit.]]
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Latest revision as of 18:16, 14 April 2024

[Back to creatures]

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

Monster Level: 3
Medium. Humanoid, Monstrosity
STR DEX END AWR INT CHA
2 1 2 2 0 0
Ref: 11 Fort: 12 Ant: 12 Log: 10 Will: 10
Armor Rating 12
Hit Points 30
Speed 40 ft
Skills (STR) Applied Force +5, Menacing +3; (INT) Navigating +10
Features
Bull Rush. If the Minotaur 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 deals 3 (1d6) additional sharp damage.

Maze-Dweller. While on land, the Minotaur cannot become lost, except by magical means.

Actions

The Minotaur can MOVE and take ONE of the following actions.

Move. The Minotaur can move up to its speed.

Gore. Reach 5 ft, Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp.

Battle Axe. Reach 5 ft, Hand-and-a-Half Weapon. +2 vs AR. Hit: 6 (1d8+2) sharp, or 7 (1d10+2) sharp if using two hands.

Reactions
Exploit (1/Round). The Minotaur can Exploit.