Minotaurs

MPMM p27 + Homebrew

Minotaur

Prowling the cliff-sides of the northern mountains of Morishima are the hooved warriors of The Reaches. In stark contrast to the peaceful loxodons, minotaurs are brutish and belligerent; easy to provoke and offend, their anger feeds their impressive strength. When they burst into a rage, they often send their opponents flying.

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The Mountain's Fury

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. They often ornament their horns with metal rings or sheathe them entirely to protect them from damage. Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Some minotaurs braid their manes in specific patterns to designate their tribe.

Minotaurs have long been a clan of raiders, living alongside the cunning satyrs on the cliff sides of Morishima. The spirits of the mountains imbued them with strength, but provided little guidance for the minotaurs, who in turn became jealous of the bond between the spirits and the other races of the island, or “lowlanders”, as the minotaurs would call them. For centuries the people of Morishima had to fend off massive raids that left few survivors. In the first year of every decade, a year-long raid known as “The Red Stampede” shook the countryside. The minotaur berserkers were so fearsome that some villages would willingly sacrifice entire harvests and risk starvation to protect themselves. Minotaur legends speak highly of their forefathers when the High Shogunate came to conquer the island. Where others subjugated themselves, only after one hundred days of bloodshed did the chieftains of the minotaurs make a peace treaty with the aarakocra.

Today, most minotaurs still seclude themselves in the mountains, with only the occasional outcast making their way down. Their incredible strength and reckless nature makes them ideal guards for crimelords, or pirate crewmates. However in more civilized society, most minotaurs are ostracized for their bloody past and unwillingness to integrate on a larger scale. There are still rising tensions as villages expand and grow closer and closer to the cliff sides where the minotaurs dwell. Some fear another red stampede is impending.

 

Minotaur Names

The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.


Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem
Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
ability score increase:
age: Minotaurs mature and age at about the same rate as humans.
alignment: Any, trends towards evil
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
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 normal bludgeoning damage 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.
Intimidating Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Lifespan
100 years
Average Weight
over 6 feet