Homebrew War Minotaur Species Details
Minotaur's are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaur's make great navigators. Some sages believe minotaur's were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. But Warforged minotaur's were crafted to be perfect guardians, who would live long past their original organic designs.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaur's often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. A Warforged minotaur however has horns made of a stronger material so they need not sheath them, however they still do need sharpening as the magic that constructed them causes their horns to grow with time just like any organic creature.
Thick metallic wire like hair extends down minotaur's’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
War Minotaur Traits
Constructed Resilience, Armored shell, Horns, Goring Rush, Hammering Horns, Labyrinthine Recall.Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Horns
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Armored shell
Being a construct means being made of tougher stuff than most. You have a +1 bonus to AC.
Goring Rush
Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Labyrinthine Recall
You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
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