Minotaur Behemoth

(image)

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

Attacks (damage × count)

(image)maul
melee
7 × 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 13:09:38 2018.