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Minotaur, Plains

Svimohz seulement   The plains minotaur of southern Ul-Karg is a fierce and savage warrior, preferring to live on the open lands rather than secreted away in an underground labyrinth. A plains minotaur stands approximately 8 feet tall and weighs around 600 pounds. It has powerful arms and short sleek black fur that covers its entire body except for its hooves, palms and fingers. The skin exposed is equally black, and its nails are short.   This creature lives to be about 120 years old, gaining maturity after the first fifteen. An individual's age can be determined by horn color – white or ivory for the young, black for mature adults and gray for elders. Only males have horns.   Although they have a small presence in Kargi society, the plains minotaurs established themselves as powerful allies, useful in war, and valued for their tremendous strength and canniness. Brutal and heartless, they are terrors on the battlefield, striking fear into the hearts of many foes, and only through the promise of flesh, treasure and a vaunted position in the expanded Kargi nation, do the plains minotaurs fight on behalf of the hobgoblins.   On rare occasions, a plains minotaur breaks from their kind, to make a life elsewhere in the world. The PC plains minotaur usually worships chaotic neutral gods, such as the Battle Rager.
Ability Scores
Str +2; Con +1
Size
Medium
Speed
30 ft.
Age
Minotaurs mature and age at about the same rate as humans.
Alignment.
Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.
Size.
Minotaurs 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 Merchant's Tongue and Giant.
Related Locations