Minotaur Behemoth


Overtime, the powerful arcane magic which distorted the minotaur to become feral mutates it further. This curse causes growth to immense size, gain of strength and the resulting Behemoth to become unrecoverably insane. Behemoths are such mentally unstable, that it takes an spellcaster to give it commands telephatically from a safe distance.

Since an Behemoth is extremely dangerous, they are often kept in enormously large holding cells until needed; these cells are kept away, underground the centrum of minotaur settlements, as they consume large amounts of food and require the constant attention of an elder. In times of trouble, they double as an last resort force, to break an siege.

Special Notes:
This unit regenerates a varying amount, that gets stronger with level increase. Its unaffected by day-time, and can be further boosted by an Minotaur Mystic. Beastman units of same side adjacent to this unit will suffer an -25% damage penalty. This unit gains 1 hitpoint added to its maximum whenever it kills a living unit. Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.



Advances from: Feral Minotaur
Advances to:
Cost: 35
HP: 60
Moves: 4
XP: 100
Level: 2
Alignment: chaotic
Id: Exi Minotaur Behemoth
Abilities: taurian regeneration, regenerate, vile presence (minotaur), feeding

Attacks (damage × count)

7 × 4


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


TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(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 Sat Apr 20 01:52:23 2019.