Bymintaur Race Details
"The Bymintaur was not a natural creature even by centaur standards. He was a construct, the Sorcerer's most vile imagining personified. His lower half looked like a muscled bull with the front and back legs being closer together than expected. The brown hair was more shag than short. The top half was like a Minotaur, human torso with a bull's head. His skin was red and black, as if he had been blackened in a fire. And he had four huge arms."
-- Landeer Ironwolf
Bymintaur TraitsA Bymintaur has the body of a great bull topped by a humanoid torso, bull's head, and four arms.
Ability Score Increase
Your Strength score increases by 2, your Constitution score increases by 2, and your Wisdom score is reduced by 2.
A Bymintaur is always a created being. They are not born. Nor do they age. Any spells or effects that would affect the age of a creature have no effect on a Bymintaur. They also have resistance to necrotic damage. Because they were created to be a mind-controlled slave, they are vulnerable to psychic attacks.
Bymintaurs are the creation of an Abyssal ritual cast by powerful Sorcerers. Bymintaurs are typically Evil and almost never Lawful. Players may choose any alignment with a good enough backstory.
Your size is Medium, yet you tower over most other humanoids.
Your base walking speed is 40 feet.
You have a tough hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. However, your bull's body makes wearing complete armor sets difficult. This causes a -2 penalty to your armored Armor Class.
Bymintaurs may ignore weapon restrictions for two-weapon fighting. Also, they can wield two-handed weapons with either the left or right set of arms. Example: You can wield two Greataxes and make an Attack and Bonus attack as per two-weapon fighting. You cannot however wield four medium or small size weapons.
Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.
Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
You have proficiency in the Intimidation skill.
Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.
If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you.
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your bovine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
You can speak Common and Abyssal.