Minotaurs
Minotaurs are imposing and fearsome creatures, boasting the body of a powerfully built human and the head of a bull. Their origins are steeped in legend, often intertwined with ancient mazes and labyrinths constructed to contain or confound these mighty beasts. Their thick, muscular forms are covered in short, coarse fur, with shades ranging from dark brown to jet black, and their eyes possess a fiery intensity that can range from burning gold to deep red. A pair of strong, crescent-shaped horns jut from their foreheads, which they employ in deadly charges or to assert dominance.
Tier 1
Young Minotaur
Large, Beast / Humanoid
Tier 1, Challenge Point 3, XP: 3
Attributes
AC 6 AP 3 HP 29 Posture 10
- Passive Insight/ Perception 9
- Language Common, Elemental Speech (Terran)
Movement
Base 20 Climb/Swim 15 Dash 30 Stats + Skills
STR +5 DEX -2 INT -1 WIS -2 CHA +0
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Actions (1)
- Horns Hit +5, Dmg 1d8 strike or thrust
- Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Tier 2
Minotaur
Large, Beast / Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 3 HP 38 Posture 20
- Passive Insight/ Perception 14
- Language Common, Elemental Speech (Terran)
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -2 INT +0 WIS +4 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Actions (1)
Horns Hit +6, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
War Hammer Hit +6, Dmg 1d10 strike or thrust
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: You ignore 4 AP.
Minotaur Cleaver
Large, Beast / Humanoid
Tier 2, Challenge Point 6, XP: 12
Attributes
AC 16 AP 3 HP 55 Posture 28
- Passive Insight/ Perception 14
- Language Common, Elemental Speech (Terran)
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX -2 INT +1 WIS +4 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Cleaver If you deal slash damage with an Attack, you can choose 1 other creature within your reach. That creature must succeed on a Agility Save (DC 15), or also take 1 hit from that same Attack.
Actions (1)
Horns Hit +7, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Great Axe Hit +7, Dmg 1d12 slash or thrust
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- TwoHanded: Needs two hands to be wielded.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
Minotaur Monk
Large, Beast / Humanoid
Tier 2, Challenge Point 6, XP: 12
Attributes
AC 15 AP 5 HP 43 Posture 23
- Passive Insight/ Perception 15
- Language Common, Elemental Speech (Terran)
Movement
Base 35 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +2 INT +1 WIS +5 CHA +0
LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Actions (2)
Horns Hit +7, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Tonfa Hit +6, Dmg 1d8 + 1 strike
Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
Reaction
- Tonfa Favorite Effect: When an Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +4 bonus to your AC to that hit.
Tier 3
Minotaur Champion
Large, Beast / Humanoid
Tier 3, Challenge Point 10, XP: 30
Attributes
AC 18 AP 3 HP 88 Posture 45
- Passive Insight/ Perception 15
- Language Common, Elemental Speech (Terran)
Movement
Base 25 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -1 INT +1 WIS +5 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
- Forced Attack (2) Once per round, you can make 1 Attack as a Free Action. You can only use this ability 2 times per Short or Long rest.
Actions (2)
Horns Hit +8, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Great Sword Hit +8, Dmg 1d12 slash or thrust
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: As an Action, you can swing this sword. All creatures within 10 feet of you must then succeed on an Agility Save (DC 16), or take 1 hit from this weapon's Attack.
Feral Minotaur
Enormous, Beast / Monstrosity
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 16 AP 4 HP 169 Posture 85
- Passive Insight/ Perception 15
- Language None
Movement
Base 20 Climb/Swim 25 Dash 50 Stats + Skills
STR +9 DEX -2 INT -3 WIS +5 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible
Abilities
- Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.
- Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Actions (2)
Horns Hit +9, Dmg 2d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Long Reach: The reach of this weapon is 10 feet.
Hooves Hit +9, Dmg 2d10 strike
Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
Minotaur Sage
Large, Beast / Humanoid
Tier 3, Challenge Point 10, XP: 30
Attributes
AC 16 AP 3 HP 66 Posture 37 Mana 20
- Passive Insight/ Perception 17
- Language Common, Elemental Speech (Terran)
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -2 INT +2 WIS +7 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Spell Skill Spell Hit: +7, Spell DC (15)
Cast Ritual Spell You can cast the following spells:
Conjure Familiar, Talk to Plants, Peaceful Burial,
Rain Dance, Locate, Zone of TruthActions (1)
Horns Hit +6, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Cast Spell You can cast the following spells:
At Will: Beast Sense, Bless, Commune with Nature, Conjure Minor Vines, Talk to Animals
Level 1 (1 Mana): Cold Whisper, Conjure Vines, Lightning Strike, Thorn Strike, Wind Slash
Level 2 (2 Mana): Bolt of Lightning, Dispell,
Hydro Pump, Minor EarthquakeLevel 3 (4 Mana): Control Beast, Minor Tornado,
Sphere of WaterBonus Action
Cast Spell You can cast the following spells:
Level 1 (1 Mana): Restoration
Minotaur Torero
Large, Beast / Humanoid
Tier 3, Challenge Point 10, XP: 30
Attributes
AC 16 AP 3 HP 68 Posture 35
- Passive Insight/ Perception 15
- Language Common, Elemental Speech (Terran)
Movement
Base 25 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -1 INT +0 WIS +5 CHA +6
- LU +4: Luck Points: 4; Critical Fail: 1
Abilities
All or Nothing Once per round, before you make an Attack, you can place a bet. If that Attack hits, you score a Critical Hit with it. However, if the Attack misses, you score a Critical Fail with it.
Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
Fancy Footwork When you Disengage, you become in fast terrain until the end of your turn.
Invasive Threat Once per round, before you Attack a creature, you can attempt to intimidate it. That creature must then succeed on an Insight Save (DC 15), or become Scared of you for 1 turn.
Actions (3)
Horns Hit +8, Dmg 1d10 strike or thrust
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Longsword Hit +8, Dmg 1d10 slash or thrust
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
Reactions
- Elusive Before a creature makes an Attack against you, you can use your Reaction to impose disadvantage on that Attack. If the attack was already being made with disadvantage, it automatically misses instead.