Minotaurs of Noldor

by killemore

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The Minotaurs of Noldor

In the world of Noldor, Minotaurs are famous for their exploits of combat. Despite their fearsome reputation, Minotaurs have a generally calm disposition. Their war cries and charges bely an inner calm that lets them choose their actions, and their targets, carefully. While most Minotaurs of Noldor reside within the the nation of Rab'Desh they are highly prized as gladiators and mercenaries in other kingdoms.

Rumors exist of a demonic ancestry, but since the God Wars Minotaurs have reproduced as naturally as any humanoid race. Within the country of Lannesmar it is rumored that Minotaurs were once smaller, more peace loving creatures. The scholars of Lannesmar suggest that Minotaurs were enslaved and subjected to magical experiments that increased their size, and strength. The rumor goes on to suggest that the experiments failed to make them mindless berserkers however and that the Minotaur race endured despite it's horrendous treatment.

Today, Minotaurs outside of Rab'Desh are seen as mercenaries and gladiators, or feared as raiders. As a culture, the Minotaurs don't care enough about others to correct them. Their calm, deliberate manner is often underestimated as slowness of thought, which their enemies find out too late is an exaggeration.

Minotaur Features

Ability Score Increase Strength Increases by 2
Conquerors Virtue Choose either Constitution, Intelligence, or Wisdom. This score increases by 1.
Size Minotaurs grow to an average height well above 6 feet and wiegh upwards of 300 lbs. Their horns vary as widely as their bovine cousins. Your size is medium.
Speed Your speed is 30 feet
Age Minotaurs are considered adult at 16 years old. They live as long as 150 years.
Alignment Most Minotaurs tend toward the lawful alignments.
Horns You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d8+STR piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Choose 1 of the Following

Goring Rush When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Bull Charge With an extra burst of effort you temporarily move faster. When you move on your turm in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.


Choose 1 of the Following

Hammering Horns When you move more than 20 feet and make a succesful melee attack vs an opponent you may attempt to shove them as a free action. Target creature must be large or smaller size for this to work.
Forceful Charge When you move more than 20 feet and make a successful melee attack your opponent must make a STR save DC=8+Prof+STR or be knocked prone. target must be large or smaller size for this to work.

Choose 1 of the following

Sea Reaver You gain proficiency with navigator’s tools and vehicles (water)
Labyrinthine Recall Choose 1 type of terrain. You are unable to get lost within that terrain and ignore rough terrain of that type.


Credit

Most of this text and abilities were taken from Wikidot Minotaur and UA Minotaur

 

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