Thysíataurs (Minotaurs)
  1. Races

Thysíataurs (Minotaurs)

Humanoid

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Thysíataurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. They're lower halves can be human like or bovine in nature. They often have skin and hair colors reminiscent of one of their parents.

Sacrificial Bull

It's believed the thysíataurs were first created when a god of order and love cursed a massive city once blessed by her for it's rampant hedonism. One of the curses was children produced by extramarital affairs likened to breeding stock. The bastard children born out of this hedonism were made to look like the bulls. They were thought to be shunned and the family shamed when it was found that the child had bull like features. The bastard children were shunned by society and abandoned by their families, leaving many of them to lead a violent martial life. In the stories of days gone past, the priests started demanding they be sacrificed hopefully to appease their goddess, but in reality it was a plot to get rid of the thysíataurs by sacrificing them to dark entities as they often secretly participated in these cults to those dark entities. This only earned her wrath and she enacted a series of natural disasters on the city in her anger.


Living on Ruins

Today the city is mostly labyrinthian like ruins and the majority of the population is Thysíataurs with a small population of humans. Most civilization is on the outskirts of the massive partially buried city and generations of thysíataurs going into the ruins have given them an innate ability to navigate these ruins. This was thought to be a blessing of the goddess. The Thysíataurs have a warrior culture with an emphasis on practicality. The primary drive for them is to take back the riches of their lost city with extreme prejudice. They certainly don't back down from things that are morally grey to get the job done. This often means not sparing pity for the cults that live in the labyrinth-like undercity, in return the cults don't give any back.

Pockets of villages live near smaller entrances but there is only one large city near the main entrance to the underground, The city of lavýrinthos ton chaménon, or to everyone else the great labyrinth. The city itself is very isolationist, mostly staying out of extra state politics. There are many undercults in the labyrinth, many of which are hunted by the city above. Part of this hunt is to recover and cleanse religious artifacts stolen when the city was sundered. The other part of the hunt is to destroy the cults that lead them the city to be sundered in days gone past. Sometimes those undercults branch out to other places, but generally seem to be contained to the labyrinth.


When its necessary to leave the city

Typically Thysíataurs tend to be fighters, rogues, and rangers. They can be other classes typically suited for fighting, but often choose practical classes that can give immediate results over the kinds that take a long time to learn or run of fight quickly. They might adventure to get away from the city business of delving into the labyrinth, maybe they get tired of the city isolationism and want to see the world. Sometimes, they leave the city to hunt down that last of a group of cultists.


Thysíataur Traits.

Ability Score Improvement.
You can increase any ability score by 2 and any other score by 1.

Age. 

Thysíataurs mature and age at about the same rate as humans.

Alignment. 

Thysíataurs pride themselves on their warrior culture of their homeland and practicality in all facets of their life. Often Teetering on the dark edges 

Size. 

Thysíataurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Horns. 

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. 

Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns. 

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Imposing Presence. 

You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages.

You can speak, read, and write Common. Out of need to understand the undercults you can choose either abyssal or infernal.