Feral Minotaur

(image)

The feral were minotaurs who committed crimes that are so severe (i.e. blasphemy), that not even death would be harsh enough to punish them. The process of turning something into an abomination such as this is so dark and secret that only the eldest of their race, the deity of the minotaurs, and a few people sneaky enough to witness the process without being caught would possibly be knowing about it. It is suspected that the crystals serve some purpose in this process.

The resulting abominations have been obviously driven into a state of insanity, therefore only one adept in the magic of the minotaurs, or a person to whom the feral has been marked for obeying to is able to control them. In addition, due to the modifications caused by the ritual, they tend to be avoided by the rest of their brethren.

Special Notes: This unit regenerates a varying amount, depending on several factors such as it's level and time of the day. Other beastman units of same side adjacent to this unit suffer an -25% damage penalty. Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.

 

Information

Advances from:
Advances to: Minotaur Behemoth
Cost: 22
HP: 45
Moves: 4
Vision: 2
XP: 44
Level: 1
Alignment: chaotic
Id: Exi Feral Minotaur
Abilities: taurian regeneration, regenerate, vile presence (minotaur)

Attacks (damage × count)

(image)maul
melee
5 × 4
blade
berserk

Resistances

(icon) blade-10% (icon) pierce0%
(icon) impact0% (icon) fire-10%
(icon) cold10% (icon) arcane-30%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Flat130%
(icon) Forest140%
(icon) Frozen220%
(icon) Fungus240%
(icon) Hills150%
(icon) Mountains160%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Fri Apr 20 13:10:05 2018.