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Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.   Minotaur horns range in size from about 1 foot long to 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.  

Guildmaster's Guide to Ravnica

Thunder-Tribe Minotaur

Minotaurs are native to the continent of Hesios and fill many roles and come from many walks of life. The Thunder-Tribe runs across all of southern Hesios
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +3
age: Minotaurs mature and age at about the same rate as humans.
alignment: Minotaurs tend to be of any alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Minotaur
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 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.

Mordenkainen Presents: Monsters of the Multiverse

Sunfire-Tribe Minotaur

Minotaurs are native to the continent of Hesios and fill many roles and come from many walks of life. The Sunfire-Tribe runs across all of Western Hesios
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
alignment: Minotaurs tend to be of any alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Minotaur
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 can 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.
Variant Minotaur 1

Plane Shift Amonkhet

Greenwind-Tribe Minotaur

Minotaurs are native to the continent of Hesios and fill many roles and come from many walks of life. The Greenwind-Tribe runs across all of Eastern Hesios
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
alignment: Minotaurs tend to be of any alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Minotaur
race features:
Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.   Menacing. You gain proficiency in the Intimidation skill.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Minotaur Variant 2

Civilization and Culture

Naming Traditions

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

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