Gorehorn Minotaur
Monstrosity
T2d6Sovereign
A labyrinth-lord minotaur that has never once lost its way in the maze it commands, and never lets its prey find one either. It charges with a bellow that shakes stone.
Tier 2 · Role Sovereign · Pool Vigor 4 / Vitality 18 · AC 12 · ATK +3 · Save DC 13 · Dmg d6
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 14 | +2 | d4 |
| Cunning | 12 | +1 | d3 |
| Fate | 10 | +0 | - |
Passives
Labyrinth-Born
Never loses its way in the maze it commands; advantage on any check to track or corner prey within its lair, and cannot be misdirected by illusions of terrain.
Maneuvers
Bellowing Roar
Lets out a roar that shakes the walls. Each creature within 20 ft makes a Heart save (DC 13) or is frightened of the minotaur until the end of its next turn.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Charging Gore
Lowers its horns and charges up to 30 ft in a straight line. Each creature in its path makes a Body save (DC 13): on a failure it takes 2 damage, is knocked prone, and pushed 10 ft; on a success it takes 1 Vigor damage and is pushed 5 ft.
Reactions
Retaliatory Horns
When struck by a melee attack, it may immediately gore the attacker: Body save (DC 13) or the attacker takes 1 Vigor damage.
Tactics
GM tactics
Uses the maze to separate the party, driving stragglers with its bellow before charging the isolated. Never gets lost, never gives ground it does not choose to give.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d6. A crit rolls two: 2d6.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.