This site is games | books | films

Inferno Charge, Rampaging Fury of the Cretan Bull

Cretan Bull3
Midjourney

The Cretan Bull, also known as the Bull of Minos, is a mighty creature that embodies the strength and vitality of the land of Crete.

Its massive body is covered in shimmering, golden fur, and its eyes blaze with an inner fire that can strike fear into the hearts of even the bravest warriors.

The bull’s horns are long and sharp, capable of slicing through solid rock with ease. Its hooves can create powerful tremors that shake the ground, and its breath is a searing blast of flame that can incinerate anything in its path.

According to legend, the bull was created by the god Poseidon as a gift to King Minos of Crete. It was said that whoever could capture the bull would be granted great power and wealth. Many tried to capture the beast, but none succeeded until the hero Hercules, managed to subdue the bull and bring it back to Greece.

In the mythic version of the Cretan Bull, the creature possesses several powerful abilities and immunities. It is immune to fire and possesses the ability to breathe a cone of flame at its enemies. It can create powerful tremors with its hooves that can knock down even the sturdiest structures.

The bull’s golden fur grants it a natural armor that is nearly impenetrable, and its horns are imbued with magical power that allows them to cut through any material. Additionally, the bull possesses a powerful charge attack that can knock its enemies back and deal massive damage.

Despite its fearsome power, the Cretan Bull is not inherently evil. It is a creature of myth and legend, and its actions are guided by the whims of the gods. Those who are brave enough to seek out the bull and subdue it may be granted great power and favor from the gods themselves.

The Cretan Bull

The Cretan Bull
Midjourney

Huge celestial, chaotic neutral

Armor Class 23 (natural armor)

Hit Points 330 (20d12+160)

Speed 50 ft.

STRDEXCONINTWISCHA
30 (+10)12 (+1)26 (+8)3 (-4)14 (+2)7 (-2)

Saving Throws Str +16, Con +14

Skills Perception +8

Damage Immunities Fire

Condition Immunities Charmed, Exhaustion, Frightened

Senses Darkvision 120 ft., passive Perception 18

Languages understands Celestial, Infernal, and Primordial but can’t speak

Challenge 22 (41,000 XP)

Charge. If the Cretan Bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 25 (7d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Magic Resistance. The Cretan Bull has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If the Cretan Bull fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Cretan Bull can use its Frightful Presence. It then makes two attacks: one with its horns and one with its hooves.

  • Horns. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
  • Hooves. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is pushed up to 10 feet away.
  • Flame Breath (Recharge 5-6). The Cretan Bull exhales a cone of fire 60 feet long and 30 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
  • Frightful Presence. Each creature of the Cretan Bull’s choice within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Cretan Bull’s Frightful Presence for the next 24 hours.

Legendary Actions

The Cretan Bull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Cretan Bull regains spent legendary actions at the start of its turn.

  • Hoof Attack. The Cretan Bull makes one hoof attack.
  • Gore. The Cretan Bull makes one horn attack.
  • Flaming Aura (Costs 1 Action). Flames surround the Cretan Bull in a 30-foot radius. Any creature that starts its turn in that area takes 14 (4d6) fire damage. Additionally, any creature that hits the Cretan Bull with a melee attack takes 7 (2d6) fire damage.
  • Charge (Costs 2 Actions). The Cretan Bull moves up to its speed and then uses its horns attack against a target within range.
  • Flame Breath (Costs 2 Actions). The Cretan Bull uses its Flame Breath.
  • Heavenly Fire (Costs 2 Actions). The Cretan Bull calls forth a rain of celestial fire, causing flames to rain down in a 30-foot radius. Each creature in that area must make a DC 24 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. The flames also ignite any flammable objects in the area that aren’t being worn or carried.
  • Savage Charge (Costs 2 Actions). The Cretan Bull moves up to its speed and uses its Charge ability. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone and take an additional 35 (10d6) bludgeoning damage.
  • Thunderous Roar (Costs 2 Actions). The Cretan Bull lets out a deafening bellow that shakes the earth and disorients its foes. All creatures within 60 feet of the Cretan Bull must make a DC 24 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Divine Fury (Costs 3 Actions). The Cretan Bull’s eyes glow with divine fire, and its attacks become even more devastating. For the next minute, the Cretan Bull’s attacks deal an extra 14 (4d6) fire damage, and it gains advantage on all attack rolls. Additionally, any creature that hits the Cretan Bull with a melee attack takes 7 (2d6) fire damage. Once used, the Cretan Bull cannot use this ability again for 24 hours.
  • Maddening Rampage (Costs 3 Actions). The Cretan Bull charges forward, trampling anything in its path. It moves up to its speed in a straight line and makes one attack with its horns against each creature it passes through, up to a maximum of five creatures. Each creature hit by the attack takes an additional 35 (10d6) bludgeoning damage and must succeed on a DC 24 Wisdom saving throw or be affected by the Cretan Bull’s Frightful Presence.
  • Roaring Rampage (Costs 3 Actions). The Cretan Bull bellows a terrifying roar that shakes the ground and echoes for miles. All creatures within 120 feet of the Cretan Bull must make a DC 24 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must use its action to move as far away from the Cretan Bull as possible. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, all structures within 60 feet of the Cretan Bull that are not secured to the ground must make a DC 20 Dexterity saving throw or be destroyed.
  • Trample (Costs 3 Actions). The Cretan Bull moves up to its speed in a straight line and any creature in its path must make a DC 24 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are knocked prone.

The Cretan Bull

The Cretan Bull2
Midjourney

CR 8

XP 4,800

LE Large magical beast

Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +15

Defense

AC 24, touch 9, flat-footed 24 (+15 natural, -1 size)

hp 114 (12d10+48)

Fort +12, Ref +10, Will +6

Offense

Speed 40 ft.

Melee gore +19 (2d8+10), or 2 hooves +19 (1d6+10)

Space 10 ft.; Reach 5 ft.

Statistics

Str 30, Dex 10, Con 19, Int 2, Wis 12, Cha 7

Base Atk +12; CMB +23; CMD 33 (37 vs. trip)

Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack

Skills Perception +15

Languages none

Special Abilities

  • Trample (Ex) A Cretan Bull can trample creatures up to one size smaller than itself. This deals 3d6+15 points of damage. A trampled creature can make an attack of opportunity against the Cretan Bull, but at a -4 penalty.
  • Charge (Ex) When a Cretan Bull charges, it can make a single gore attack with a +19 attack bonus that deals 4d8+20 points of damage.
  • Ferocity (Ex) A Cretan Bull remains conscious and can continue fighting even if its hit point total is below 0.
  • Immunity to Fire (Ex) A Cretan Bull is immune to fire damage.

Ecology

Environment Any land

Organization Solitary or herd (2-8)

Treasure None

Description

The Cretan Bull is a massive, muscular creature its fur is a deep, reddish-brown color, and its eyes burn with an intense fiery glow. The Cretan Bull is a fierce and powerful creature, feared by all who cross its path. It is known for its incredible strength, its fiery breath, and its ability to trample anything in its path. Despite its fearsome reputation, the Cretan Bull is not an evil creature; it is simply wild and untamed, a force of nature that cannot be controlled.

The Cretan Bull, Mythic Rank 10, CR 24

Cretan Bull4
Midjourney

Huge magical beast (mythic)

Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17

DEFENSE

AC 30, touch 10, flat-footed 28 (+2 Dex, +20 natural, -2 size)

hp 800 (38d10+560); regeneration 30 (cold iron weapons and epic weapons)

Fort +32, Ref +16, Will +19; SR 31

DR 15/epic; Immune fire, mind-affecting effects, paralysis, poison, polymorph; Resist acid 30, cold 30, electricity 30

OFFENSE

Speed 50 ft.

Melee gore +43 (6d6+28 plus 2d6 fire and 2d6 bleed), slam +43 (4d6+28 plus 2d6 fire), tail slap +38 (2d8+14 plus 2d6 fire)

Space 15 ft.; Reach 15 ft.

Special Attacks

  • Maddening Rampage (3/day): The Bull charges forward, trampling anything in its path. It moves up to its speed in a straight line and makes one attack with its horns against each creature it passes through, up to a maximum of five creatures. Each creature hit by the attack takes an additional 35 (10d6) bludgeoning damage and must succeed on a DC 30 Wisdom saving throw or be affected by the Cretan Bull’s Frightful Presence.
  • Thunderous Roar (2/day): The Bull lets out a deafening bellow that shakes the earth and disorients its foes. All creatures within 60 feet of the Cretan Bull must make a DC 30 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Heavenly Fire (2/day): The Bull calls forth a rain of celestial fire, causing flames to rain down in a 30-foot radius. Each creature in that area must make a DC 30 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. The flames also ignite any flammable objects in the area that aren’t being worn or carried.
  • Divine Fury (1/day): The Bull’s eyes glow with divine fire, and its attacks become even more devastating. For the next minute, the Cretan Bull’s attacks deal an extra 14 (4d6) fire damage, and it gains advantage on all attack rolls. Additionally, any creature that hits the Cretan Bull with a melee attack takes 7 (2d6) fire damage.

STATISTICS

Str 50, Dex 14, Con 46, Int 3, Wis 18, Cha 7

Base Atk +38; CMB +52; CMD 64 (68 vs. trip)

Feats Cleave, Great Cleave, Improved Bull Rush, Improved Critical (gore), Iron Will, Lightning Reflexes, Power Attack, Run, Skill Focus (Perception), Toughness x10

Skills Acrobatics +20, Perception +17, Stealth +10

Languages understands Greek but cannot speak

SPECIAL ABILITIES

Mythic Power (10/day, surge +1d12): The Cretan Bull can expend one use of mythic power to perform one of the following abilities:

  • Unstoppable Charge: The Bull charges forward, trampling anything in its path. It can move up to four times its speed in a straight line and make one attack with its horns against each creature it passes through, up to a maximum of ten creatures. Each creature hit by the attack takes an additional 70 (20d6) bludgeoning damage and must succeed on a DC 40 Wisdom saving throw or be affected by the Cretan Bull’s Frightful Presence. The Cretan Bull ignores difficult terrain, and any creature it passes through must make a DC 40 Strength saving throw or be knocked prone.
  • Heavenly Conflagration: The Bull unleashes a massive explosion of holy fire, causing flames to rain down in a 60-foot radius. Each creature in that area must make a DC 40 Dexterity saving throw, taking 112 (32d6) radiant damage on a failed save, or half as much damage on a successful one. The flames also ignite any flammable objects in the area that aren’t being worn or carried.
  • Mythic Fury: The Cretan Bull’s eyes blaze with divine fire, and its attacks become even more deadly. For the next minute, the Cretan Bull’s attacks deal an extra 28 (8d6) fire damage, and it gains advantage on all attack rolls. Additionally, any creature that hits the Cretan Bull with a melee attack takes 14 (4d6) fire damage. The Cretan Bull also gains a fly speed of 60 ft. (average) and can hover.

Frightful Presence (Ex): The Bull can unsettle foes with its mere presence. Creatures within 120 feet that can see the Cretan Bull must make a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Immortality (Ex): The Cretan Bull cannot die from natural causes, and it does not age. It can only be killed through violent means, and even then, its soul persists and can be summoned or trapped by powerful magic.

Regeneration (Ex): The Cretan Bull regains 30 hit points at the start of its turn if it has at least 1 hit point. This regeneration can be suppressed by cold iron weapons or epic weapons.

Scent (Ex): The Cretan Bull can detect opponents within 60 feet by sense of smell.

Thunderous Footfalls (Ex): The Bull’s massive weight causes the ground to shake with each step. Any creature within 30 feet of the Cretan Bull must make a DC 30 Dexterity saving throw or be knocked prone. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unstoppable Charge (Ex): The Bull can charge through any obstacle that is Large size or smaller, dealing damage as if it had made a slam attack. The Cretan Bull can also charge through structures made of weaker materials, such as wooden walls, doors, or barricades.

Stampede (Ex): The Bull can call upon its kin to join it in a stampede. Once per week, it can summon a herd of 1d4+1 Cretan Bulls to charge through an area. The herd can move up to four times its speed in a straight line and trample any creature in its path. Each creature hit by the attack takes 70 (20d6) bludgeoning damage and must succeed on a DC 30 Strength saving throw or be knocked prone. The Cretan Bull and its kin ignore difficult terrain and can charge through any obstacle that is Large size or smaller. The stampede lasts for 1 minute or until all creatures in the herd are killed.

Scroll to Top