The minotaurs of the Brotherhood are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable Shock Troops.
History
The Minotaur alongside the other races within the Brotherhood are native to Tyrae. They used to occupy the eastern side of the continent before the humans, elves, and dwarves invaded. They hold a distrust to most other non beast races during this time. This invasion of their homeland pushed them to further reaches of the southern region of the east. They continued to lose ground, until another invasion force from the east attacked the humans, the Orc Federation. Some of the other natives joined sides with the other two to fight them. However after 500 years since the orcs touched down and the demon crisis that followed it, tensions have lifted somewhat between the major factions.
Culture
Minotaurs are zealous and love battle. They are found among the warrior tribes and are mostly at odds with the Rhox. Minotaurs choose the precision of the legion over the fury of the pack. Minotaurs tend to vent their outrage through violence, but they aren’t generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. There is a long line of rivalry within the minotaurs towards the Rhox. They prefer the best defense is a good offense.
Physical Description
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 in metal 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. Minotaurs are born with long, tufted tails, but minotaurs of some clans have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Brotherhood much more comfortable without a long tail in the way.
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 Minotaur Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem.
Female Minotaur Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka.
Minotaur
Ability Score Increase Your Strength score increases by 2, and your Constitution score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.
Age: Minotaur reach adulthood at age 16 and live up to 80 years.
Alignment: Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
Size: Minotaurs average over 6 feet in height, and they have stocky builds. They weigh between 230 and 280 pounds. Your size is Medium.
Languages: You can speak, read, and write Common and Beast-talk.
Beastkin: Your creature type is considered to be both beast and humanoid.
Skills: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
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.
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