Minotaur Species in Avalor | World Anvil
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Minotaur

Savage bull-headed conquerors and carnivores that live for the hunt at heart, the minotaurs of Avalor are caught between two worlds. Some follow Baphomet, the demonic entity that borne them into the mortal realm and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.  

Built to Survive

  Minotaurs 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. 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. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor.  

Ages of Darkness

  Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Baphomet's vile whims. Myths tell that Baphomet created the first minotaurs from his own followers, savage cultists partaking in animal sacrifice who ultimately sought a life free from authority's chains. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, breeding true with one another and giving rise to an independent race of Baphomet's savage children in the world.  

Passion and Zeal

  Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Baphomet gravitate toward the service of gods who share their bold nature, especially Kord and Moradin.  

Minotaur Names

  Minotaurs often name their children after great heroes of old, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names.   Female Names: Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris   Male Names: Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog  

Minotaur Traits

  Your minotaur character has the following racial traits.   Ability Score Improvements. Your Strength score increases by 2, and your Constitution score increases by 1.   Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.   Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make relentless enemies, even as their brutal culture and disdain for weakness push them toward evil.   Creature Type. Your creature type is monstrosity, rather than humanoid.   Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   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 and Abyssal.
Lifespan
Up to 150 years
Average Height
6'0"-7'0"
Average Weight
300-400 lbs

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