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Minotaur

Bull-headed behemoths of titanic strength, Minotaurs are monstrous warriors, supernatural navigators, and prisoners of an infernal realm. Spirited away for their legendary navigation abilities, the legacy of the Minotaur spans several planes at once.

Origin 

The Minotaur, much like the other Wildborn, were spawned by the magic of the Lotus Cycle. It is said that the labyrinthian construction of many of the early structures in the Exalted Wilds is the work of ancient Minotaur architects. Even thousands of years ago, Minotaur were infamous for their incredible recall; they appeared to possess they impossible ability to remember any path they tread. This ability made them incredible explorers, brilliant navigators, and infamous tour guides. Unfortunately, their navigating abilities were so famously great, it managed to transcend the planes. Word of their skills managed to make their way to the devilish lair of the Demon Lord Baphomet, vile ruler of the Endless Maze. Baphomet, while not actually a ‘demon lord’, frequently referred to himself as one. He was a powerful fiend who lurked in the Land of the Flame in the Darkest Dimension. He was obsessed with his endless maze; a cavalcade of twists and turns which could befuddle the greatest globetrotter. Who were these minotaurs to call themselves champion navigators?! Baphomet would prove them wrong, by trapping every last one of them in his maze! Unfortunately, the Minotaur were safe in the mortal plane. Before the Demonic Cataclysm, travel between the mortal plane and the Darkest Dimension was impossible. Right…?
In addition to his maze, Baphomet is infamous for his tricks. Using his fondness for fraud, he contacted a dupable god, and informed him that he had forgotten a piece of his maze in the Celestial Plane. He promised he just had to grab it really quick, and would be in and out. The god, being the trusting individual he was, offered Baphomet the ability to traverse the planes. Baphomet went to the Celestial Plane… and then left! He went straight for the mortal plane, nabbed a Minotaur, and returned to the Darkest Dimension before the god realized what had happened. He had been swindled for sure! Baphomet would repeat this process four million, three hundred and sixteen thousand, nine hundred and four times before the god caught on. By then, Baphomet had filled his maze with the Minotaur. And as Baphomet had suspected, their navigational abilities could not navigate something endless. Baphomet laughed as they stumbled through his endless maze, forever disoriented. What fools! He got like two days out of that before he moved on to something else.

Description

The Minotaur of Tetraverium are hairy, aggressive creatures. They traditionally stand at 6 to 7 feet tall, and between 300 and 400 pounds. They have a lifespan of one hundred years. They have massive, bull-like heads, ram horns, and humanoid bodies of all shapes and sizes.

Socialization

Most Minotaur are treated the same as any other Wildborn; if not with a bit more apprehension due to their size. Their navigational abilities have made them valuable as hired help or servants. They have long found a home in the Exalted Wilds. Old Maranist literature and art appears to depict Minotaurs as playing a crucial role in the philosophy, especially before the era of the Loxodon and House Ivo.
In the maze, affairs are very different for the Minotaur. Every day is kill or be killed. Tricks, traps, and devastation wait around every corner. If a Minotaur does not learn to think like the maze, they will be eaten alive. The Minotaur of the Maze are subjected to endless, horrific torture for the entertainment of Baphomet. Its neverending halls fill various environments, consist of seemingly randomized traps, and appear to provide neverending material. Truly, the danger never seems to run out.
The Minotaur seem to share the space with an endless supply of their fellow kin, alongside real, non-Minotaur bulls who are just there for some reason. Rival Minotaur clans rarely get along, and the meeting of two will often lead to bloodshed. Sometimes there will be a big trap, and you’d think the Minotaur will work together to escape it, but they just end up killing each other. The maze brings out the worst in people, and proves that sometimes, the true enemy is mankind.

Living in Tetraverium the Maze

  For those Minotaur lucky enough to enjoy life in Tetraverium, they go about life as any other Wildborn. Minotaur are common in the Tamor Tribes of Domufuerte, or as inhabitants of the Derelict Mountains. Many are welcome citizens of Zinshali, due to their high-ranking status in the reincarnation cycle. Those in the Maze are not as lucky. They are constantly subjected to tricks, traps, and death. It is incredible that they are not all dead, but sometimes Baphomet leaves them alone for a while so they have time to regroup and have babies for a while. Several escape efforts have been mounted, but all have ended in failure; the maze is, after all, endless. Most minotaur in the maze have given up hope.
Some Minotaur have given in, and dedicated themselves to the Cult of the Spiral. This is a sacrificial religious cult that believes the maze itself is a test that comes before a true, wonderful heaven that can only be reached by sacrificing oneself to the maze. They scour the maze for disciples to carry on their message so they can end their own lives. Other Minotaur have formed the Bulls, a group of Minotaurs dedicated to escaping the Maze. They are desperate to do so, at any cost; and at this point, they are willing to sacrifice anything.

Subraces

There are no subraces of Minotaur. There is only the Maze.

Mechanics

If you choose Minotaur as your species, you gain the following traits:
Ability Score Increase: You can increase one of your Ability Scores by 2 and one of your Ability Scores by 1. 
Creature Type: You are a Humanoid.
Size: You are Large.
Speed: Your walking speed is 30 feet.
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.
This damage increases to 1d8 + your Strength modifier at Level 11. 
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. If this attack hits, the enemy falls prone. 
Hammering Strikes: Once per turn, when you hit a creature with a melee attack, you can push it up to 10 ft. in a direction of your choosing. The enemy must be your size or smaller. 
Labyrinthine Recall: You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Nature, Perception, and Survival.
Languages: Your character can speak, read, and write Common and one other language.

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