Minotaurs

Overview

Physical Description

Minotaurs are one of the few non-humanoid races readily available in Eberron. Standing over 7 feet tall and weighing in around 700 pounds, they are massive compared to the typical human. True to the name, minotaurs are bipedal with hooves instead of feet. Their horns usually grow forward facing and while their torso might resemble a large human in appearance, their head is clearly bovine; complete with a snout and an extended jaw line. Minotaurs typically are covered in a thin covering of fur, except for the hands and arms. Often, this is tan to dark brown, but black or white coloration is not unheard of.

Society

Minotaurs in Khorvaire usually come from Droaam or the Shadow Marches. There, they often serve as loyal guardians or slave labor to the more powerful monsters that call these lands home. During the last war, minotaur warriors were part of the rank and file in Droaam's legion and thus many of those that survive today have a history of bloodshed. This does not, however, speak to who minotaurs really are. While a race of warriors, they suffer just as much, if not more, under the heel of oppression by the hags and warlords of their homeland. Instilled from an early age with clear lines of servitude and dominance, many minotaurs distrust spellcasters and others that do not fight head on. This leads to submission through fear of the threat that they do not see. Thus, those that can leave Droaam to pursue their fortunes elsewhere often do, despite the feelings of betrayal and abandonment for those they left behind.

Minotaurs in other lands tend to vary and adapt to suit the common authority there. Those in Sarlona find their place among the followers of the Inspired, providing services in the form of hard labor. Those in Xen'Drik tend to lead the more typical barbaric lifestyle, having to fend for themselves in the lawless jungles and mountains. If there are minotaurs in Argonessan, none have made themselves known as such. Given the magical aptitude that the dragons of Argonessen have, it is likely that they would submit as a people to their rule.

Relations

Minotaurs are often seen as vicious and bloodthirsty by other races. It is a simple fact that they are bred for battle and are quite good at it. While typically associated with other monsters, the goblins and hobgoblins of Darguun are quick to point out that minotaurs are not their people either. Even the orc tribes of the Eldeen Reaches are only willing to extend a nod in respect, but not place in their camp. For many minotaurs, this suits them fine. They know they are not like others. Those that are capable in combat earn their respect. Those that rely on unseen forces tend to draw their mistrust, but a minotaur knows the outcome of acting on their emotions alone and rarely let such carelessness extend beyond a clearly defined duel.

Those that pursue their own destiny, however, often find themselves alone in the world, without a family to trust or protect. Typically, this leads to mercenary work, for few are better at keeping fools at bay then a minotaur. Rarely, friendships with smaller races do flourish, but more often, the quiet years of isolation takes its toll on a minotaur and gives rise to the common tale of a lone warrior patrolling his collection of caves or ruins.

Alignment and Religion

By default, minotaurs are raised to be Chaotic Evil. This is the common outcome of a life of servitude to nastier, more dangerous foes and letting the frustrations of life build and build over years. Culturally, they tend to be more Neutral, but that is because of the common wisdom that one ill-timed outburst can lead a tribe to swordpoint. In matters of faith, most minotaurs see little use in prayer. Traditionally, offerings are given to the Devourer or the Fury, based on the need, but any god that shows the value of strength could be petitioned. There are rare examples of those that follow Dol Dorn into glorious battle.

Regardless of exact tenants, minotaur worship tends to be simplistic and to the point. Their way is one of a direct, more conversational prayer than bowing their heads for hours on end or repeating overly complicated rites.

Adventurers

Minotaurs are more apt than most for adventuring. The common minotaur guard is likely to be fighter or barbarian. Indeed, any martial class that favors up-close and personal combat serves them well. Areas of stealth or forethought tend to be rare, some for obvious reasons. While larger than other races, minotaurs are not void of insight or creativity. It is only their society that favors the direct, immediate solution over a more involved plan.

Names

Male Names: Asteron, Bjorkus, Dorn, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios

Female Names: Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren

Pathfinder Version

  • Ability Score Racial Traits: +4 to Strength and Constitution, -2 to Dexterity and Charisma

    • Size: Large (-1 to AC & Attack, +1 CMB & CMD)

    • Type: Monstrous Humanoid

    • Base Speed: 30'

  • Languages: Giant. Bonus Languages: Common, Goblin, Orc, Undercommon

    • Darkvision: Minotaurs have 60' darkvision.

  • Thick Hide: Natural Armor: +2 natural armor bonus to AC

  • Horns: Natural Attack: Gore (1d6, primary)

  • Natural Reach: Minotaurs have +5' reach.

  • Age:

      • Adulthood: 15 years

      • Intuitive: +1d4 / Self-Taught: +1d6 / Trained: +2d6

      • Middle Age: 35 / Old: 53 / Venerable: 70 / Maximum +2d20

  • Base Height & Weight:

      • Height: 7' (male) or 6' 6'" (female)

      • Weight: 700 lbs (male) or 600 lbs (female)

      • Modifier: 2d6 / Weight Modifier: x2d6

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

  • Fighter: Add +2 to the fighter's Constitution score the purpose of determining when he dies from negative hit points.

  • Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).

  • Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level he can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Build Notes

ARG Build

  • Type: Monstrous Humanoid: 3 RP

  • Size: Large: 7 RP - (+2 Str, -2 Dex, -1 to AC & Attack, +1 CMB & CMD)

  • Speed: Normal (30'): 0 RP

  • Ability Score Modifier:

    • Specialized (+2 Str, +2 Con, -2 Chr): 1 RP

    • Advanced Constitution (+2 Con): 4 RP

  • Language: Xenophobic (Giant, Bonus: Common, Goblin, Orc, Undercommon): 0 RP

  • Racial Traits:

    • Natural Armor: +1 natural armor bonus to AC: 2 RP

    • Improved Natural Armor: +1 natural armor bonus to AC: 1 RP

    • Natural Attack: Gore (1d6, Primary): 1 RP

    • Reach: 10' reach: 1 RP

  • Total: 20 RP