Minotaur

Minotaur

Ability Score Increase +1 Con, +2 Str
Size Medium
Speed 30 ft

Alignment Most minotaurs lean toward lawful alignments.   Size Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.   Horns Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.   Goring Rush Immediately after you use the Dash action on your turn and move at least as far as your speed, 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 attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you.   Menacing You have proficiency in the Intimidation skill.   Hybrid Nature You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and Minotaur.

Basic Information

Growth Rate & Stages

Minotaurs reach adulthood around 20 years old, and can live up to around 80 years old.

Additional Information

Facial characteristics

1 to 2 foot horns if any

Civilization and Culture

Naming Traditions

Male Names: Asteron, Bjorkus, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios. Female Names: Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren.
Scientific Name
Humanoid
Lifespan
80 years
Average Height
Between 6 and 8 feet tall
Average Weight
Between 300 and 400 pounds

Minotaur

Ability Score Increase +2 Str + 1 Con
Size Medium
Speed 30ft

  • Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. 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 attempt to shove that creature with your horns using your bonus action. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, 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 Minotaur.