Cretan Bull Level 7
Monstrous bull

32 Hit Points

Energy6Movement7Perception6

Initiative: d20 Speed: 30


  • Guard 22
  • Toughness 20
  • Resolve 18

You gain advantage 7 on lethal strikes. Up to 20 damage (not to exceed the total damage dealt) is considered lethal damage. Your attacks are considered lethal strikes whenever you fulfill one of the following conditions: Your target is caught off guard or otherwise unaware of the attack, such as when you are hidden from them, disguised as a friend, or have successfully deceived them; Your target is within melee attack range of an ally.

You are able to inflict both banes with a single attack. The combined power level of each bane must not exceed the attribute score. If the banes target different defenses, you choose which defense your attack targets. On a successful attack roll, the target is inflicted with both banes. They each persist independently of one another and must be resisted separately.

Reduce the multi-attack disadvantage penalty by 6. Before attacking, you may declare that you are multi-attacking, and must state how many extra attacks (maximum of 1 + half your level, rounded up) you would like to make. ALL of your attacks this round suffer disadvantage equal to 3 times the number of additional attacks you declare (i.e., if you make 2 attacks, you suffer disadvantage 3; 3 attacks suffers disadvantage 6).


  • Energy (+2d8) vs Guard — max 50' range
  • Movement (+2d10) vs Guard — max 75' range

 

  • Blinded (Resist ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Guard
  • Deafened (Resist ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Toughness
  • Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Resolve at PL 6
  • Disarmed (Instantaneous)
    • Energy (+2d8) vs. Guard at PL 6
    • Movement (+2d10) vs. Guard at PL 6
  • Forced Move (Instantaneous)
    • Energy (+2d8) vs. Guard at PL 6
    • Movement (+2d10) vs. Guard at PL 6
  • Immobile (Resist ends (special) (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Toughness
    • Movement (+2d10) vs. Guard
  • Knockdown (Instantaneous)
    • Energy (+2d8) vs. Guard
    • Movement (+2d10) vs. Guard
  • Persistent Damage (Resist ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Guard at PL 6
  • Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Resolve at PL 6
  • Slowed (Resist ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Guard
    • Movement (+2d10) vs. Guard
  • Stunned (Resist ends (Fail x 3 = 1 minute))
    • Energy (+2d8) vs. Toughness

  • Absorb Object
    • Movement (+2d10)
  • Aura
    • Energy (+2d8) up to PL 6
    • Movement (+2d10) up to PL 6
  • Barrier
    • Energy (+2d8) up to PL 5
  • Blindsight
    • Perception (+2d8)
  • Flight
    • Movement (+2d10) up to PL 6
  • Haste
    • Movement (+2d10) up to PL 6
  • Light
    • Energy (+2d8) up to PL 6
  • Resistance
    • Energy (+2d8) up to PL 5
    • Movement (+2d10) up to PL 7
  • Summon Creature
    • Energy (+2d8) up to PL 6
  • Telekinesis
    • Movement (+2d10) up to PL 7
  • Teleport
    • Movement (+2d10) up to PL 7

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Legendary creature names and descriptions sourced from Wikipedia.