KING
Gorehorn Minotaur

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

AC1210 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense14+2d4
Heart14+2d4
Cunning12+1d3
Fate10+0-

Passives

Passive

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

Maneuver

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.

Declaration

Charging Gore

Telegraph · disrupt d6 · Body save

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

Reaction

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.