Minotaur | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Minotaur

In the labyrinthine corridors of Khronus' Underdark, the Minotaur are torn between two factions. Those who follow demon lord Baphomet revel in bloodlust, seeking dominance through brutal violence and savage feasts. In contrast, the warriors of Tempus honor martial excellence and conquest, viewing combat as an art form. Tensions between the factions run high, with each side their own faction in a fierce and bloody war that often boils to the surface world, while the Minotaur tally their beliefs in blood.

  The Minotaur of the Underdark, who follow Baphomet, are more akin to monsters in their dealings with others. To so much as speak with one threateningly instead of being attacked on sight is worthy of almost historical note. These minotaur believe in bloodshed for the sake of proving that their race is the strongest, and throw what they consider lavish feasts on the corpses of the dead. The followers of Baphomet see the warriors of Tempus as weaklings, mere pawns in a game of meaningless honor and chivalry. They view the idea of seeking glory without the intent to crush their enemies as a sign of weakness and foolishness.

  The Minotaur of Tempus, however, are honor bound warriors that care little for good or evil, but instead, seek to test their mettle in the crucible of battle. Their devotion lies in the pursuit of martial excellence and the glory of victorious conquests. For them, combat is an art form, and they revere Tempus as the embodiment of their highest ideals. Conversely, the Minotaur devoted to Tempus see their counterparts as bloodthirsty brutes, consumed by an insatiable lust for violence and dominance. They believe that true strength lies not in unchecked aggression but in strategic prowess and disciplined martial skill. To them, victory is only meaningful when it is earned through courage, might, and honor.
ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
age:
alignment: Usually Chaotic
Size: Medium
speed: 30 ft
Languages: You can speak, read, and write Common and your choice of Minotaur or Undercommon
race features:
  • 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.
  • Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Created by

Ticklesthegamemaster.

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