25 lines
2.8 KiB
Markdown
25 lines
2.8 KiB
Markdown
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source: Labyrinth Worldbook
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As the first people to discover the Labyrinth and learn how to navigate its pathways centuries ago, minotaurs are found throughout the Ten Thousand Worlds, particularly on the worlds of the Old Ring and on Midgard, where there are numerous connections to the Great Maze.
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Minotaurs are imposing and powerful, with a reputation for ferocity that borders on monstrous. They display their achievements proudly by decorating their horns with engraved sigils and designs. If one is versed in minotaur custom, one can tell at a glance the achievements and prowess of a minotaur by examining the decoration on their horns. A minotaur who loses part or all of a horn suffers considerable stigma and must strive to prove their worth. Sometimes a “brokehorn” (a fighting insult to any minotaur) who manages to achieve great deeds earns the gift of having the missing horn magically restored by a temple. Beware any minotaur that willingly gives up or chooses not to restore a lost horn, for this is one of the Labyrinth’s most driven and dangerous creatures.
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Minotaurs are a force to be reckoned with in a stand-up f ight. Perhaps somewhat against type for their bulk, they are an absolute terror on the high seas, and many minotaurs have taken to the waves, where their natural sense of direction makes them ideal navigators. Other bull-folk prefer to remain on land, dwelling in settlements that often incorporate twisting labyrinths of switchbacks and dead ends. In the largest minotaur cities, the city’s leader or reigning monarch typically lives in a palace at the center of a large maze.
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# MINOTAUR LINEAGE TRAITS
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Your minotaur character has the following traits.
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**Age.** Childhood ends around the age of 10 and adulthood is celebrated at 15. Minotaurs live around 80 years.
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**Size:** Your size is Medium. Minotaurs can reach a height of 7 feet and weigh around 300 pounds.
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**Speed.** Your base walking speed is 30 feet.
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**Natural Attacks.** Your horns are sturdy and sharp. Your horns are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your horns, they deal piercing damage equal to 1d6 + your **STR** modifier, instead of the bludgeoning damage normal for an unarmed strike.
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**Charge.** Once per turn, if you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target up to 5 feet as a bonus action. At 11th level, when you shove a creature with Charge, you can push it up to 10 feet instead. You can use this trait a number of times per day equal to your **PB**, and you regain all expended uses when you finish a long rest.
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**Labyrinth Sense.** You can retrace without error any path you have previously taken, with no ability check.
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