Minotaur Sailor
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 Sailor | |||||
|---|---|---|---|---|---|
| Monster Level: 3 | |||||
| Medium. Humanoid, Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 2 | 2 | 2 | 2 | 0 | 0 |
| Ref: 12 | Fort: 12 | Ant: 12 | Log: 10 | Will: 10 | |
| Armor Rating 12 | |||||
| Hit Points 35 | |||||
| Speed 40 ft, Climb 30 ft | |||||
| Skills (STR) Applied Force +5, Menacing +3; (DEX) Balancing +4; (AWR) Perceiving +6; (INT) Astronomy +6, Navigating +10 | |||||
| Features | |||||
| Bull Rush. If the Minotaur Sailor 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 Sailor cannot become lost, except by magical means. | |||||
| Actions | |||||
The Minotaur Sailor can MOVE and take ONE of the following actions. | |||||
| Move. The Minotaur Sailor can move up to its speed.
Gore. Reach 5 ft, Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp. Cutlass. Reach 5 ft, One-Handed Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp. Throwing Axe. Thrown (30 ft), One-Handed Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp. | |||||
| Reactions | |||||
| Exploit (1/Round). The Minotaur Sailor can Exploit. | |||||