Identity: Varies
Side: Evil
Climate: Any
Terrain: Underground Labyrinths/Caverns
Organization: Clan
Diet: Carnivore
Language: Minotaur dialect
Level: 5
Sex: Male
Height: 7' 6"
Age: Varies
Training: +1 Armed HTH Combat Accuracy
Powers:
1. Armour (Type B): Chainmail shirt (ADR 55).
2. Body Power (Minotaur Racial Abilities): Minotaurs share the following abilities:
a. Heightened Endurance A +10
b. Heightened Senses (Scent): Minotaurs have a keen sense of smell. They can track by scent alone. Make an Int roll per hour (on d20, -1 per hour of trail) or else lose the trail. Detect Hidden and Danger rolls are doubled.
c. Heightened Strength A +6
d. Invulnerability (Leathery Hide): 4 Points.
e. Natural Weaponry (Teeth & Bull's Horns): +3 to Hit, +6 Damage. Rend Attack: If an attacking minotaur can make a successful special attack, then it has hit with both horns, goring its victim for an additional 2d12 damage.
f. Weakness (Lowered Intelligence): -4 to Intelligence
3. Natural Weaponry (Combat Experience): +2 to hit, +4 Damage.
4. Weapons: Minotaur mercenaries are often armed with either an axe (+1 to Hit, HTH +1d8 Damage), a Spear (Range 14" (Agl), +2 to Hit, HTH +1d4 Damage) or a Longsword (+2 to Hit, HTH +1d6 Damage).
Weight: 240 lbs.
Basic Hits: 5
Agility Mod: Nil
Strength: 19
Endurance: 20
Agility: 14
Intelligence: 9
Charisma: 18
Reactions from: Good: -3 Evil: -3
Hit Mod.: (1.9)(2.2)(1.2)(1) = 5.016
HPs: 26
Damage Mod.: +0
Accuracy: +1
Healing Rate: 2.5
Power: 62
Carrying Capacity: 1063 lbs.
Basic HTH Damage: 1d10
Movement Rates: 53" ground
Detect Hidden: 16%
Detect Danger: 24%
Inventing Points: 4.5
Inventing (27%):
Knowledge Areas: Minotaur Clan Lore & Tracking
Training Bonuses:
2nd Level: +1 Armed HTH Combat Accuracy
3rd Level: +1 Armed HTH Combat Damage
4th Level: +1 Armed HTH Combat Accuracy
5th Level: +1 Armed HTH Combat Damage
To Hit (Armed HTH):
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+ 5 + weapon
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Damage (Armed HTH):
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1D10 + 6 + weapon
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Damage (Unarmed HTH):
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1d10 + 6
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