Homebrew Ashen Minotaur Species Details
An Ashen Minotaur is an imposing and solemn figure. They possess the classic powerful bovine build of their kin, but are marked by their unique and permanent state of conflagrated desolation. Their fur is perpetually matted, thick with a gritty, grey-black ash that seems to regenerate no matter how often they clean themselves. This coating is not mere dirt; it is a fundamental part of their being, faintly warm to the touch. Their horns are often stained dark, like wood charred in a low fire, and their eyes are dim, smoky grey, incapable of sight. The most telling sign of an Ashen's presence is their scent. They carry with them the permanent, clean aroma of burning oak or pine, a smell that evokes a hearth, a forest fire, or a long-dead campfire all at once. It is not a smell of decay, but of transformation by flame.
Ashen 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.Ability Score Increases
Your Constitution and Strength scores both increase by 2, as does the maximum for each.
Size
An Ashen Minotaur stands between 8 and 10 feet tall, and weighs from 400–800 pounds. Your size is Large.
Age
Ashen Minotaurs, and Ashen creatures in general, have a mysterious origin—folklore suggests they emerge after wildfires have devastated a wooded area. Ever since your unnatural birth, your mind and body have been that of an adult Minotaur, additionally, you do not age and cannot be aged by magical means.
Speed
Your base walking speed is 40 feet.
Languages
You can speak Common, Minotaur, and Infernal—but you cannot read or write. (Your DM can decide if you can read and write, or are capable of learning how to do so.)
Ashen Sight
Though your eyes cannot see normally, your other heightened senses have granted you Tremorsense up to 30 feet and Blindsight up to 90 feet.
Ashen
Your fur, matted and covered in unending ash, is no mere accessory—it is a reflection of your destroyed and newly reformed soul. The embers of life burn strong within your being, granting you resistance to Fire and Cold damage.
Large
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 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
Oversized Hands
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 one medium sized or smaller two-handed or versatile weapon in one of your hands with the same effectiveness as if you were wielding it in two.
Large weapons can be found on Large monsters, or crafted specially, both at your DM's discretion.
Monstrous strength
You have advantage on your Strength (Athletics) checks. Additionally, your unarmed strikes deal Bludgeoning damage equal to 1d6 + your Strength modifier.
Intimidating Nature
Your beastly appearance and large size are intimidating to most, whether you are trying to frighten them or not. Your Strength modifier is added to any Intimidation checks that you make.
Gore (Dash Action)
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. At 8th level the damage increases to 2d8 + your Strength modifier, and at 16th level this increases again to 3d8 + your Strength modifier.
Horn Shove (Gore)
After successfully using your Gore attack, you may use your reaction to follow up with Horn Shove. The target of the Gore attack is pushed 10 feet away from you in a straight line.
Previous Versions
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10/1/2025 4:29:00 PM
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Coming Soon
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