Minotaur: Difference between revisions
m (Text replacement - "'''CMD'''" to "'''Maneuver Defense:'''") |
No edit summary |
||
(102 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Template:Monster | |||
<!-- Version 2.10 --> | |||
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | |||
| CR | 11 | |||
<!-- Value: integer between 1 and 40. --> | |||
}}</onlyinclude> | |||
| Min-CR = 8 | |||
== | | Max-CR = 16 | ||
The maze-dwelling, bull-headed man of ancient myths is somewhat more social than the stories would suggest. That is, it is not uncommon for families and clans of minotaurs to live together. Similarly, their affinity for mazes is a bit overstated. Certainly, minotaurs seem to have an unnatural ease within the confined spaces of a dungeon (or other maze-like structure), and there are no stories about minotaurs ever getting lost. Indeed, they can find their way to a chosen destination (or prey) unerringly, given enough time. | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | |||
| MonsterName | Minotaur | |||
}}</onlyinclude> | |||
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | |||
| Image | Minotaur_1.jpg | |||
<!-- Value: file name and extension only --> | |||
}}</onlyinclude> | |||
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}} | |||
| Caption | | |||
<!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. --> | |||
}}</onlyinclude> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | |||
| Role | | |||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | |||
}}</onlyinclude> | |||
<!-- Prevent this monster from being assigned certain roles in MMM --> | |||
| Restrict-Role-No-Role = | |||
| Restrict-Role-Heavy = | |||
| Restrict-Role-Killer = | |||
| Restrict-Role-Leader = | |||
| Restrict-Role-Legend = | |||
| Restrict-Role-Minion = | |||
| Restrict-Role-Shooter = | |||
| Restrict-Role-Skirmisher = | |||
| Restrict-Role-Sneak = | |||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | |||
| Restrict-Role-Threat = | |||
| Restrict-Role-Villain = | |||
<!-- Values: Y or leave blank --> | |||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | |||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | |||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | |||
| Description | The maze-dwelling, bull-headed man of ancient myths is somewhat more social than the stories would suggest. That is, it is not uncommon for families and clans of minotaurs to live together. Similarly, their affinity for mazes is a bit overstated. Certainly, minotaurs seem to have an unnatural ease within the confined spaces of a dungeon (or other maze-like structure), and there are no stories about minotaurs ever getting lost. Indeed, they can find their way to a chosen destination (or prey) unerringly, given enough time. | |||
Minotaurs outside of combat appear somewhat lazy. They are herbivores, living off the land and foraging to get by. An outsider might spy a minotaur family living their quiet peaceful lives, and believe minotaurs to be peaceful, gentle beasts of the wilds. They would, however, be dead wrong. | Minotaurs outside of combat appear somewhat lazy. They are herbivores, living off the land and foraging to get by. An outsider might spy a minotaur family living their quiet peaceful lives, and believe minotaurs to be peaceful, gentle beasts of the wilds. They would, however, be dead wrong. | ||
Minotaurs are fiercely territorial, and terrifyingly aggressive to anyone who enters their territory. | Minotaurs are fiercely territorial, and terrifyingly aggressive to anyone who enters their territory. They are strong, fast and efficient killers. Minotaurs will often place markers around their territory to scare off interlopers, the markers consisting of bits of other creatures who failed to notice the other markers. They delight in the hunt, and take visceral pleasure in dismembering those creatures they catch. | ||
}}</onlyinclude> | |||
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | |||
| Alignment | Chaotic Evil | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}} | |||
| Size | Large | |||
<!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> | |||
}}</onlyinclude> | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type | Monstrous Humanoid | |||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | |||
}}</onlyinclude> | |||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | |||
| Subtype | | |||
<!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | |||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | |||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | |||
<!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. --> | |||
<!-- Add any secondary subtypes into the notes field below. --> | |||
<!-- Otherwise leave blank. --> | |||
}}</onlyinclude> | |||
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}} | |||
| Subtype2 | | |||
}}</onlyinclude> | |||
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}} | |||
| Subtype3 | | |||
}}</onlyinclude> | |||
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}} | |||
| Subtype4 | | |||
}}</onlyinclude> | |||
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}} | |||
| Subtype5 | | |||
}}</onlyinclude> | |||
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}} | |||
| NudgeBasicLoreValue| -2 | |||
<!-- This field lets you alter the DC of the basic knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
}}</onlyinclude> | |||
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}} | |||
| NudgeFullLoreValue| +2 | |||
<!-- This field lets you alter the DC of the full knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
}}</onlyinclude> | |||
| Lore-Notes = | |||
<!-- Notes related to the monster's lore check can be put here --> | |||
<!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) --> | |||
| NudgeInit = +4 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Nudge-Ambush-Chance = -2 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- Default value is 10+ on a d20 --> | |||
| Ambush-Chance-Notes = | |||
<!-- Put any comments about ambush preferences here, or leave blank --> | |||
<!-- SENSES --> | |||
<!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | |||
| Sense-Is-Blind-to-Vision = | |||
| Sense-Is-Blind-to-Sound = | |||
| Sense-Is-Blind-to-Smell = | |||
| Sense-Has-Low-Light-Vision = | |||
<!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | |||
or leave blank if the monster doesn't possess the sense in question. --> | |||
| Sense-Darkvision-Range = 60 | |||
| Sense-Heartsight-Range = | |||
| Sense-Keen-Hearing-Range = | |||
| Sense-Precise-Hearing-Range = | |||
| Sense-Echolocation-Range = | |||
| Sense-Scent-Range = | |||
| Sense-Keen-Scent-Range = | |||
| Sense-Perfect-Scent-Range = | |||
| Sense-Airsense-Range = | |||
| Sense-Blindsense-Range = | |||
| Sense-Cloudsense-Range = | |||
| Sense-Lifesense-Range = | |||
| Sense-Mindsense-Range = | |||
| Sense-Tremorsense-Range = | |||
| Sense-Watersense-Range = | |||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | |||
| Senses-Custom-Text = | |||
| NudgePerception = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| NudgeAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeHitPoints = | |||
<!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | |||
<!-- SAVING THROWS --> | |||
| Fort = S | |||
| Refl = | |||
| Will = | |||
<!-- Values: S (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves --> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| SpecialDefenses = | |||
<!-- Put any DR or ER values here --> | |||
| StrongAgainst = '''''Immune (no effect):''''' any disorienting effects; a minotaur never gets lost. Ever. | |||
<!-- Put any 'immunity' or 'hardened' values here; | |||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | |||
'''''Hardened (1/2 damage):''''' | |||
'''''Immune (no effect):''''' --> | |||
| Hide-Role-Strong-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) --> | |||
| Hide-Type-Strong-Against-1 = | |||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) --> | |||
| Hide-Subtype-Strong-Against-1 = | |||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) --> | |||
| WeakAgainst = | |||
<!-- Put any 'vulnerable' or 'defenseless' values here; | |||
vulnerabilities based on type (e.g. Vermin) are automatically added | |||
'''''Vulnerable (1.5x damage):''''' | |||
'''''Defenseless (2x damage):''''' --> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | |||
<!-- MOVE TYPES --> | |||
<!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | |||
if they don't have that movement type, leave it blank --> | |||
| Move-Type-Walk-Speed = 50 | |||
| Move-Type-Burrowing-Speed = | |||
| Move-Type-Tunneling-Speed = | |||
| Move-Type-Earth-Glide-Speed = | |||
| Move-Type-Lesser-Climb-Speed = | |||
| Move-Type-Greater-Climb-Speed = | |||
| Move-Type-Brachiating-Speed = | |||
| Move-Type-Vaulting-Speed = | |||
| Move-Type-Hover-Speed = | |||
| Move-Type-Lesser-Flight-Speed = | |||
| Move-Type-Greater-Flight-Speed = | |||
| Move-Type-Lesser-Swim-Speed = | |||
| Move-Type-Greater-Swim-Speed = | |||
| Move-Type-Jet-Speed = | |||
| Move-Type-Lesser-Teleport-Speed = | |||
| Move-Type-Greater-Teleport-Speed = | |||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
| NudgeSpace = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | |||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | |||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Natural | |||
<!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | |||
| MultipliedDamageType = | |||
<!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Minotaur's Head-Ram | |||
<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | |||
| Pri-Atk-Dmg-Type = bludgeoning | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| PriAtkNotes = '''plus:''' Fort save, DC {{Save-DC}}, or be [[Wobbly]] for one round | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank --> | |||
| Override-Pri-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Pri-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Pri-Atk-Is-Touch = | |||
<!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | |||
| PriAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | |||
| NudgePriToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgePriDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| NudgeFullAtk-PriDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Pri-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = Minotaur's Battleaxe | |||
<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | |||
| Sec-Atk-Dmg-Type = slashing | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| SecAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank --> | |||
| Override-Sec-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Sec-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Sec-Atk-Is-Touch = | |||
<!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | |||
| SecAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | |||
| NudgeSecToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSecDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| NudgeFullAtk-SecDamage = 2 | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Sec-Atk-Crit-Range = 19-20 | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | |||
| Ter-Atk-Dmg-Type = | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| TerAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank --> | |||
| Override-Ter-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ter-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Ter-Atk-Is-Touch = | |||
<!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | |||
| TerAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | |||
| NudgeTerToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTerDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| NudgeFullAtk-TerDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Ter-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | |||
| Qua-Atk-Dmg-Type = | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| QuaAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank --> | |||
| Override-Qua-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Qua-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Qua-Atk-Is-Touch = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| QuaAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | |||
| NudgeQuaToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeQuaDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
' | | NudgeFullAtk-QuaDamage = | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Qua-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = | |||
<!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | |||
| HasRangedFullAttack = | |||
<!-- Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIncrementDistance = | |||
<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | |||
| RangedAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
''' | | Ranged-Atk-Dmg-Type = | ||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| RangedAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | |||
| Override-Ranged-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ranged-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Ranged-Atk-Is-Touch = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | |||
| NudgeRangedToHit = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
' | | NudgeRangedDamage = | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| NudgeFullAtk-RangedDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Ranged-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- COMBAT MANEUVERS --> | |||
| Nudge-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Offense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | |||
| Nudge-Maneuver-Defense = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Defense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") --> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications --> | |||
=== | | SiegeAtkName = | ||
Minotaurs will make use of their Inescapable Charge as much as possible. They have mobility, so they will move through the battlefield with little fear of attacks of opportunity. They relish in moving between foes, ignoring their feeble attacks, and attacking those creatures who prefer to stay out of the thick of things (spell casters and ranged attackers, typically). | <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") --> | ||
| SiegeAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) --> | |||
| Override-Siege-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SiegeAtkIncrement = | |||
<!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this --> | |||
| SiegeAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Nudge-Siege-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSiegeDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
<!-- ABILITY SCORES --> | |||
| Str = 23 | |||
| Dex = 20 | |||
| Con = 25 | |||
| Int = 16 | |||
| Wis = 14 | |||
| Cha = 25 | |||
<!-- FEATS --> | |||
| Feat1 = Mobility | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!-- Just the feat name; will be autolinked, and ShortDesc added --> | |||
<!-- SKILLS --> | |||
| Skill1 = Intimidate | |||
| Skill2 = Knowledge (Local) | |||
| Skill3 = Knowledge (Planes) | |||
| Skill4 = Knowledge (Arcana) | |||
| Skill5 = Knowledge (Nature) | |||
| NudgeSkill1 = +3 | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
| NudgeSkill5 = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
| Skill5Notes = | |||
<!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> | |||
<!-- LANGUAGES --> | |||
| Languages = Giant, Boggard | |||
<!-- Comma-separated list --> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Mazewalker | |||
| Ability-1-Type = Su | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Ability-1-Action-Required = Swift action, after attacked from beyond their reach | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
| Ability-1-Description = After a Minotaur has been attacked in any way from beyond its reach, on its next turn, as a swift action, it may open a maze portal in their current space and step through, appearing closer to any attacker that struck them from beyond their reach. | |||
Mazewalker is treated as a teleport, of up to 100 feet, that must reduce the distance between the minotaur and an enemy who attacked them from beyond their reach. | |||
Since this is a swift action, Minotaurs will sometimes use a Charge maneuver to attack after using Mazewalker. Just because its so darn cool. Also, if they do so, they may roll a free [[Intimidate]] check after their charge, against the target of their charge, to [[Demoralize]]. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Inescapable Charge | |||
| Ability-2-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Action-Required = Standard Action | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = Inescapable Charge is a standard action which follows all of the rules of a standard [[Charge]], with the following exceptions: | |||
First, when charging, the minotaur is treated as having a speed of 60. | |||
Second, on a successful Maneuver Offense roll (a D20+{{Maneuver-Offense}} versus the targets Maneuver Defense), the minotaur deals {{Special-Alpha-Dmg}} points of {{dmg|bludgeoning}} damage with its Head Ram, instead of its normal Head Ram damage. | |||
Finally, any creature struck by the minotaur's ''Inescapable Charge'' must make a Reflex save, DC {{Save-DC}}, or be pushed back 20 feet and knocked [[Prone]]. If the creature succeeds on the reflex save, it is only pushed back 10 feet and is not knocked prone. This is forced movement, and does not provoke. As with all forced movement, the target may choose to fall prone to avoid some or all of this movement. This is classed as a 'Push' movement, and must always be as directly away from the minotaur as possible. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = Uncanny Dodge | |||
| Ability-3-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Action-Required = Always On | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = Minotaurs cannot normally be made to be [[flat-footed]]. However, [[Feint]] actions will cause the Minotaur to be flat-footed as normal. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Rez-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| Role-Only--Replace-Leader-Power--Name = | |||
| Role-Only--Replace-Leader-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Leader-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Shooter-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = Minotaurs will make use of their Inescapable Charge as much as possible. They have mobility, so they will move through the battlefield with little fear of attacks of opportunity. They relish in moving between foes, ignoring their feeble attacks, and attacking those creatures who prefer to stay out of the thick of things (spell casters and ranged attackers, typically). | |||
If a ranged attacker deigns to interfere with a Minotaur's business, its outrage allows it to step out of normal reality and into The Maze, reappearing anywhere they wish within 100 feet, as long as the new space is closer to their tormentor than their starting space. From there they will often mount an Inescapable Charge with an added free Intimidate check. If they cannot set up a charge, then a full attack action serves as their consolation prize. If more than one enemy attacks them from beyond their reach, they may choose which to go after. | |||
Minotaurs are fighting to defend their territory and to prove their mettle in combat, so they will only flee a fight if they are down to their last 10 or so hit points. | Minotaurs are fighting to defend their territory and to prove their mettle in combat, so they will only flee a fight if they are down to their last 10 or so hit points. | ||
Minotaurs are very smart, and perfectly willing to find good spots for ambush, rather than waiting around in a room for adventurers to show up. They love natural chokepoints in terrain, but are just as at home in areas with open spaces. | Minotaurs are very smart, and perfectly willing to find good spots for ambush, rather than waiting around in a room for adventurers to show up. They love natural chokepoints in terrain, but are just as at home in areas with open spaces. | ||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = While it is not common knowledge, despite their bovine appearance and bestial nature, most minotaurs are remarkably intelligent, erudite beings and have a keen, limpid understanding of magic, nature, and their neighborhood. As a result, many less-intellectual monstrous races like having Minotaurs around, both for their aggressive territorialism and their ability to correctly answer the most amazing of questions. | |||
There are not many monsters, those intelligences who lack The Spark, that understand that knowledge is power. Those that do grasp that simple concept tend to have minotaurs around, and are far more dangerous for it. | |||
<!-- TREASURE AND XP --> | |||
| TreasureNotes = | |||
| XPNotes = | |||
}} |
Latest revision as of 21:44, 4 February 2023
Minotaur (CR 11)
Chaotic Evil - Large - Monstrous Humanoid |
---|
Lore: | Know (Nature) | ||
20 | 39 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
242 | 121 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +8 |
Will: | +8 |
Strong Against:
- Immune (no effect): any disorienting effects; a minotaur never gets lost. Ever.
Offense
Standard Attack (Melee):
- 1x Minotaur's Head-Ram +18 (3d10+11/x2)
as bludgeoning (physical, common)
plus: Fort save, DC 21, or be Wobbly for one round
Full Attack (Melee):
- 1x Minotaur's Head-Ram +18 (3d10+11/x2)
as bludgeoning (physical, common)
plus: Fort save, DC 21, or be Wobbly for one round - 2x Minotaur's Battleaxe +18 (3d6+6/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
23 |
STR |
20 |
DEX |
25 |
CON |
16 |
INT |
14 |
WIS |
25 |
CHA |
Skills:
- Intimidate: 21
- Knowledge (Arcana): 18
- Knowledge (Local): 18
- Knowledge (Nature): 18
- Knowledge (Planes): 18
- Perception: 18
- All other skills: 13 (no ranks)
Languages: Giant, Boggard
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Mazewalker (Su) Swift action, after attacked from beyond their reach |
After a Minotaur has been attacked in any way from beyond its reach, on its next turn, as a swift action, it may open a maze portal in their current space and step through, appearing closer to any attacker that struck them from beyond their reach. Mazewalker is treated as a teleport, of up to 100 feet, that must reduce the distance between the minotaur and an enemy who attacked them from beyond their reach. Since this is a swift action, Minotaurs will sometimes use a Charge maneuver to attack after using Mazewalker. Just because its so darn cool. Also, if they do so, they may roll a free Intimidate check after their charge, against the target of their charge, to Demoralize. |
Inescapable Charge (Ex) Standard Action |
Inescapable Charge is a standard action which follows all of the rules of a standard Charge, with the following exceptions: First, when charging, the minotaur is treated as having a speed of 60. Second, on a successful Maneuver Offense roll (a D20+18 versus the targets Maneuver Defense), the minotaur deals 3d10+12 points of bludgeoning (physical, common) damage with its Head Ram, instead of its normal Head Ram damage. Finally, any creature struck by the minotaur's Inescapable Charge must make a Reflex save, DC 21, or be pushed back 20 feet and knocked Prone. If the creature succeeds on the reflex save, it is only pushed back 10 feet and is not knocked prone. This is forced movement, and does not provoke. As with all forced movement, the target may choose to fall prone to avoid some or all of this movement. This is classed as a 'Push' movement, and must always be as directly away from the minotaur as possible. |
Uncanny Dodge (Ex) Always On |
Minotaurs cannot normally be made to be flat-footed. However, Feint actions will cause the Minotaur to be flat-footed as normal. |
Minotaur
The maze-dwelling, bull-headed man of ancient myths is somewhat more social than the stories would suggest. That is, it is not uncommon for families and clans of minotaurs to live together. Similarly, their affinity for mazes is a bit overstated. Certainly, minotaurs seem to have an unnatural ease within the confined spaces of a dungeon (or other maze-like structure), and there are no stories about minotaurs ever getting lost. Indeed, they can find their way to a chosen destination (or prey) unerringly, given enough time.
Minotaurs outside of combat appear somewhat lazy. They are herbivores, living off the land and foraging to get by. An outsider might spy a minotaur family living their quiet peaceful lives, and believe minotaurs to be peaceful, gentle beasts of the wilds. They would, however, be dead wrong.
Minotaurs are fiercely territorial, and terrifyingly aggressive to anyone who enters their territory. They are strong, fast and efficient killers. Minotaurs will often place markers around their territory to scare off interlopers, the markers consisting of bits of other creatures who failed to notice the other markers. They delight in the hunt, and take visceral pleasure in dismembering those creatures they catch.
Combat Tactics
Minotaurs will make use of their Inescapable Charge as much as possible. They have mobility, so they will move through the battlefield with little fear of attacks of opportunity. They relish in moving between foes, ignoring their feeble attacks, and attacking those creatures who prefer to stay out of the thick of things (spell casters and ranged attackers, typically).
If a ranged attacker deigns to interfere with a Minotaur's business, its outrage allows it to step out of normal reality and into The Maze, reappearing anywhere they wish within 100 feet, as long as the new space is closer to their tormentor than their starting space. From there they will often mount an Inescapable Charge with an added free Intimidate check. If they cannot set up a charge, then a full attack action serves as their consolation prize. If more than one enemy attacks them from beyond their reach, they may choose which to go after.
Minotaurs are fighting to defend their territory and to prove their mettle in combat, so they will only flee a fight if they are down to their last 10 or so hit points.
Minotaurs are very smart, and perfectly willing to find good spots for ambush, rather than waiting around in a room for adventurers to show up. They love natural chokepoints in terrain, but are just as at home in areas with open spaces.
Out of Combat
While it is not common knowledge, despite their bovine appearance and bestial nature, most minotaurs are remarkably intelligent, erudite beings and have a keen, limpid understanding of magic, nature, and their neighborhood. As a result, many less-intellectual monstrous races like having Minotaurs around, both for their aggressive territorialism and their ability to correctly answer the most amazing of questions.
There are not many monsters, those intelligences who lack The Spark, that understand that knowledge is power. Those that do grasp that simple concept tend to have minotaurs around, and are far more dangerous for it.
Rewards
XP: 12,800
Treasure: Sellable Goods worth 9,375 gp.
- Weight: 110 lbs. Volume: 4.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |