Homebrew Brute Minotaur Species Details

In the darkness of the maze, all was black but for a pair of malevolent red eyes, glowing with evil intent.

With a stamping of hooves and a bellow of outrage, the beast charged! Twin horns emerged before a bull's head, followed by the body of a giant, fur covered man. A monster from nightmare, hungry for human flesh!

— Lair of the Minotaur (child's storybook)

The bull-headed minotaurs of Faerûn are rarely seen, but much maligned. Rightly or wrongly, townsfolk trade in cautionary tales with which to scare their children - tales of corrupted monsters, ferocious beasts and the unwary travellers that are never heard from again.

Horns and Hooves

Minotaurs are huge, muscular humanoids with large, bovine heads, topped with long dangerous horns that can grow to several feet in length. They tower over other humanoids when standing upright upon their cloven hooves, bodies covered in thick, shaggy fur protecting them from the elements, ending in a long tufted tail.

Though they resemble bulls, minotaurs are omnivorous, and some are exclusively carnivorous, with sharp teeth adapted for the ripping and tearing of flesh, supported by powerful jaws able to shatter bone with little effort, while keen forward vision and good all around hearing make them effective predators.

In battle a minotaur is a threatening presence few would miss, imposing at their full height they can use sheer bulk and a long reach to control the area around them, easily hefting in one hand a weapon that a human might struggle to hold in two. To close the distance a minotaur will lower their head and shoulders into an unstoppable charge, with their target first having to avoid being impaled by horns, before facing the mountain of fur and muscle at the other end.

Feared and Fearsome

It is said that the first of the minotaurs were originally humans, cursed by Baphomet into an inhuman form, never to be welcomed back to civilisation. Though many scholars have tried to determine the truth of their origin, no consensus has ever been reached, and after long centuries there are now as many theories as there are folk-tales and horror stories told about the dreaded minotaurs of Faerûn.

Whatever the truth of their origin, minotaurs are feared by most other races - even a rumour of a nearby minotaur is enough for an entire village to abandon their homes and livelihoods, while towns and cities will quickly amass their guard to drive off or kill even a lone, starving minotaur, with no thought of offering a hand in friendship.

Such a feared reputation leads to great resentment among the minotaurs themselves, many of whom loathe other races in return, either staying well away or becoming every bit as cruel and vindictive as the stories claim them to be.

Rage and Resolve

A short temper and uncontrollable anger burns at the heart of every minotaur, whether natural or learned is unclear, but for most there is a daily battle fought to master the rage within. Violent clashes are common between minotaurs, but whether they are fought for territory or leadership, to settle a lesser dispute or merely a contest of strength, it is rare for one minotaur to seriously wound or kill another. Unused to restraining their strength however, encounters with other races can quickly turn fatal as even a light blow meant to chastise or warn can prove deadly to a smaller creature, and accidents can and have lead to generations of hostility.

The more mature a minotaur becomes, the better able they are to master their inner beast through sheer force of will, turning their energy towards other goals. Hunting dangerous game, honing martial skills, forging or fletching weapons, and conducting loud rituals may not seem like peaceful pursuits to outsiders, but anything that provides a minotaur with a focus can calm their fierce spirt and cool their blood, even if just for a moment. Others may embark upon grander projects, leading to rarely seen examples of minotaur construction.

While not all minotaurs dwell within labyrinths, the maze is an integral part of minotaur life, as even surface dwelling minotaurs are attracted to twisting canyons and valleys. The maze signifies their journey, and is a common element in tribal body markings, and in designs painted or scraped into the walls of caverns and caves. Large groups of minotaurs may even assemble to construct a maze or labyrinth, before going their separate ways once it is completed, leaving other races wondering what their purpose or grand design might have been.

Brute Minotaur Traits

Your minotaur character has the following racial traits. These traits are suitable for the uncommon, monstrously large minotaurs of Faerûn, but can also be used for especially large minotaurs from any other realm as well.

Age

Natural born minotaurs reach maturity at around 16 years of age, and remain physically strong well past 150 years old.

Creature Type

Your creature type is both humanoid and monstrosity.

Size

An adult Brute Minotaur stands between 8 and 10 feet tall, and weighs from 1,200 to 1,800 pounds. Your size is Large.

Speed

Your base walking speed is 40 feet.

Languages

You can speak one language that you and your DM agree is appropriate for the character, and should decide whether your character can also read and write.

For most characters this language will be Minotaur, a language of loud bellowing and body language. Although it has no true written form, minotaurs commonly use pictograms to leave messages that are easy for fellow minotaurs to understand, but may require context clues or a difficult History check for others to decipher.

Ability Score Increase

Your Constitution and Strength scores are both increased by 2, as is the maximum for each score.

Brute Strength

Your unarmed strikes deal 1d4 + your Strength modifier in bludgeoning damage instead of the normal damage.

Goring Charge

Immediately after you use the dash action on your turn and move at least 30 feet, you can make one attack with your horns as a bonus action. Your horns are a natural melee weapon with which you are proficient, dealing piercing damage equal to 1d8 + your Strength modifier on a hit. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Hammering Strike

Immediately after hitting a creature with a melee weapon attack, you can use your reaction to push the target. They must pass a Strength saving throw with DC equal to 8 + your Proficiency Bonus + your Strength modifier, or be pushed 10 feet away from you. If you use this with a Goring Charge attack, they are also knocked prone.

Fearsome Presence

Your sheer physical strength, large size, and the rumours about your kind are intimidating to others, whether you are trying to frighten them or not. You are proficient in Intimidation and your proficiency bonus is doubled when making Strength (Intimidation) checks.

Feared Reputation

You have disadvantage on Persuasion checks with smaller creatures that do not know the Minotaur language (comprehension through spells is insufficient), and who are not already friendly towards you or your kind.

You may find that most strangers from smaller races will be openly fearful, or even hostile towards you, and will actively seek to flee or to drive you out of town unless convinced otherwise. Even those who allow you into their towns may be reluctant to share information, or to provide accommodation or any other assistance.

Note for Dungeon Masters

This trait should be used to counterbalance the strength of a character – a heavily optimised minotaur should find social situations more tense and likely to get out of hand and overuse of Intimidation should have consequences, while a less optimised character may find townspeople, though wary, will be easier to convince through gestures of kindness or good deeds.

Large Creature

The following are the key differences when playing as a Large creature compared to a Medium one:

  • Your carrying capacity is doubled.
  • You occupy and control a 10 foot square during combat.
  • You cannot be Grappled, Shoved etc. by Small or Tiny creatures.
  • You can squeeze through a gap (or doorway) large enough for a Medium creature to move through normally. You cannot fit through Small or Tiny sized gaps or doorways.
  • To ride a mount it must be Huge or larger, or be mechanically or magically able to carry you.
  • You require four times as much food and water as a Medium creature. You will require four rations (1 day) for a single day, food for five Medium creatures will feed you plus one other Medium creature and so-on.
  • Full cover for a Medium creature may only provide you with 3/4 Cover, 3/4 cover for a Medium creature may only grant half cover, and half cover for a Medium creature may provide you with none.
Note for Dungeon Masters

You should consider a player's size when handling many other aspects of the game – enemies might get a Perception bonus to spot a Large player that is sneaking without taking extra precautions, or a bonus to Insight to see through the disguise of a still clearly Large creature, and in combat a Large player may be a more obvious threat for an enemy to aim for than a Halfling Rogue.

Large Weapons

As a Large creature you can wield weapons as follows:

  • You can wield weapons crafted for a Large creature without penalty.
  • You have a -5 penalty to attack rolls for light weapons created for a Medium or smaller creature.
  • You may wield a single medium sized two-handed or versatile weapon in one of your hands with the same effectiveness as if you were wielding it in two. You may only wield a ranged weapon in this way if it has the loading or reload property, but still require both hands to load it as normal.

Large weapons can be found on Large monsters, or crafted specially, both at your DM's discretion.

Large Weapon Crafting Suggestion
  • Increase the weapon damage by +2, or add reach.
  • Double the base cost and weight of the weapon and any ammunition it requires.
  • A Large weapon wielded by a Medium creature loses the light property if it has it, gains two-handed, and has -5 on attack rolls if heavy. Large weapons cannot be wielded at all by smaller creatures.

To add a Large weapon on D&D Beyond, add the medium sized weapon as normal then customise – set cost and weight to double the normal values, add the damage bonus (or add Reach to notes), add Large to notes, optionally rename it.

Sub Race

There are a several distinct varieties of minotaur throughout the multiverse. Choose one from those below:

Herdborn

Nomadic minotaur herds are said to roam far from civilisation upon vast open plains, harsh tundra or high in the hills and mountains. Herds may number several dozen individuals, travelling wherever their chieftain decrees in search of food and other resources. Their culture is one of tribal traditions, grounded in practical needs and a worldly pragmatism.

With a firmly nomadic lifestyle, rarely settling in any one place for more than a few days at a time, herdborn minotaurs are well used to travelling vast distances carrying everything they require upon their sturdy backs. While many herds live moment to moment, others maintain an oral tradition, reminding themselves of the importance of the bonds of family and the need to stick together against the scorn and cruelty of a world that shuns them merely for existing.

Although minotaur herds try to steer clear of settlements and other races, their large size, tireless roaming and occasionally scarce resources will bring them into contact with others. It is not unusual for some in the herd to have a rudimentary grasp of common so that they can make trade requests, or demands, of those few merchants who do not turn tail and flee at first sight of a minotaur heading their way.

Herdborn Names

A herdborn minotaur is typically given a single name by their mother if they survive to the age of 3 years old. In place of a family name, once a minotaur reaches the end of childhood they are taught to apply the tribal markings of their birth herd, a practice they are expected to continue even if they are traded into another herd.

Occasionally a minotaur may be granted an honorific from their herd to mark a great deed in battle or a particular strength of character, typically combining two words together in Minotaur.

Male Names: Aregur, Aremanuk, Barmarin, Bjorbaran, Darakar, Durnir, Kiamin, Krumtiran, Kurtagar, Laanra, Heslen, Linedin, Linesen, Miralian, Mirdaran, Muukia, Raasmin, Neami, Noofran, Veokia.
Female Names: Anerin, Emtin, Entilas, Fasdin, Iaskane, Kitin, Miraris, Moulas, Neasen, Nootrin, Nootris, Nuodane, Raasrin, Raasris, Teelen, Tesken, Tesna, Testra, Veopen, Weomin.
Honorific: Bravehorns, Fiercehunter, Greatleader, Huntscarred, Keenaxe, Spearmarked, Strongshield, Valiantwarrior.

Alignment

Minotaurs belonging to a herd are loyal to their herd-mates, however each herd is different – many are self-sufficient traditionalists, tending towards lawful neutral, while others live in harsh areas with scarce resources, and will do whatever they must to survive, tending towards chaotic neutral.

Natural Forager

You have advantage on survival checks when foraging.

Tireless Nomad

You have advantage on Constitution checks and saving throws against exhaustion.

Trade Language

You can speak, read and write common.

Note for Players

You should decide how fully your minotaur grasps common, as most Herdborn will have a limited vocabulary, meaning they will struggle to convey or follow more complex subjects such as intrigue, philosophy, strategy, etc. Your hand-writing may also be extremely slow or barely legible without acquiring a suitably large writing instrument and practising with it.

Labyrinthine

Labyrinthine minotaurs are at home in the dark, attracted to winding passages or labyrinths either naturally formed or purpose built by themselves or others. They roam these twisting mazes in search of prey that has become hopelessly, and fatally, lost. Most live alone, with loneliness and rage slowly driving them mad, while others may live in small groups within the largest mazes of the underdark, working together to corner their next meal, or to utterly crush invaders.

Opportunistic hunters, these minotaurs are well adapted to living in darkness, feasting on an almost exclusively carnivorous diet. Those without the luxury of choosing their next meal care little if their prey is sentient or not, as all creatures are just meat once they are dead.

If, or when, they choose to gather in groups, under-dwelling minotaurs find common ground in lamenting their cruel fate, looking to other races with jealously or hatred, seeing themselves as cast out and mistreated – it matters little if their seclusion is self-imposed or not. Some groups may even whip themselves into such a frenzy they will embark upon brutal raids within the underdark, or even upon the surface, reminding the world of why they should be feared.

Labyrinthine Names

Minotaurs born to the labyrinths have little need of names, for they form small groups only out of necessity, and do not keep records of past deeds. When they are given a name it is usually by others that have come to fear them.

Dwellers in the underdark may name them in undercommon, while those encountered by surface dwellers (should any survive) may be named in common. Should a labyrinthine minotaur learn they have been given such a name, they may take it for themselves as a mark of pride, often without knowing what the name truly means.

Names: Bloodhorn, Doombull, Fellhoof, Gloryslayer, Ironskull, Scarmantle, Stonehide, Strongbane, Thunderhorn.

Alignment

Although not necessarily cruel, labyrinthian minotaurs feel little or no remorse for killing other sentient beings that stray into their territory, or who seem like they will make a good meal, causing most to tend towards neutral or chaotic evil.

Creature Type

Your are a monstrosity (you are not considered to be a humanoid).

Dark Vision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Labyrinthine Recall

You can accurately recall any path that you have traveled.

Naval

Though an exceptionally uncommon sight in the lands of Faerûn, tales are told of minotaurs that spend their days at sea, as comfortable aboard the rolling deck of a ship as they are upon solid ground. It is rumoured among the elusive spelljammer crews that such minotaurs may hail from, or originated upon, a world known as Krynn.

Whatever the truth of their origin, seafaring for such minotaurs isn't merely a way of life, but something they were born to excel at. While this would make them prized as crew for ships both legal and… otherwise, such minotaurs quickly grow restless under weak captains, and it is only a matter of time before they take command for themselves.

Among the minotaurs of Krynn this is not an act of malice, but a basic belief that the strongest are the most deserving to rule, and that honor demands they must take charge – issues of justice, succession and leadership are inevitably settled through single combat, as anyone that cannot best even a single opponent could never hope to lead a crew.

Naval Minotaur Names

Naval minotaur clan names originate with a great hero whose descendants take that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas.

Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan

Alignment

Seafaring minotaurs often follow a strict code of honor, and would rather die than break their word, but this code can seem barbaric, brutal and cruel by the standards of other races, causing them to tend towards lawful evil.

Honorable

When rolling an Honor check or saving throw (Dungeon Master's Guide p264) relating to a matter of personal Honor, you may choose to re-roll it, but must use the second result if you do-so.

Instinctive Navigator

You can accurately recall any sea voyage you have taken. In addition, you have advantage when taking any check to avoid a collision while steering a sea vehicle.

Sea Legs

You have advantage on Dexterity and Strength saving throws against being knocked prone

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