Description
Minotaurs were created alongside Centaur (Legacy)s. Both species represented how Fey energy can mix human and animal together in an obvious and clear combination of the two, with some parts of one species and other parts from the other, unlike Lizardfolk or Kenku who are more uniformly blended. Together with Centaurs they ruled the Northern parts of the Savage Lands until their ways started to split. Inspired by the ways of the orcish tribes and the martial prowess of hobgoblins, they saw the value of strength above wisdom. They dreamt of a land where a person's physical prowess determined their position in society. Those ideals pulled them apart from the Centaurs and eventually moved towards the center of the continent.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
Origins
Minotaurs were created by Maldos and Zeriax but adjusted by Oromne.
Genetics
Minotaurs tend strongly towards lawful alignments and more often than not towards neutral/evil. That comes from Zeriax design combined with Oromne's values of power in strength.
Lifespan
Up to 150 years.
Homeland
Also found in
Reputation
MInotaurs are valued warriors and feared amongst any army that might be facing many of them. They are known for their brutal fighting and violent personalities.
Alive/Extinct
Minotaurs are alive until the 4th era.
Minotaur Traits
As a minotaur, you have the following racial traits.
Ability Scores: Increase your Strength by 1.
Creature Type: You are a Humanoid.
Size: You are Medium.
Speed: Your walking speed is 30 feet.
Horns: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush: Immediately after you take 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 push that target with your horns. The target must be within 5 feet of you and no more than one size larger than 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.
Battlefield Menace: When you hit a bloodied creature with your horns, you have advantage on Intimidation checks against it until the end of your next turn.
Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Goblin and one other language of your choice that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in Languages.