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Minotaurs

These are the minotaurs as they are portrayed in my campaign. Like the minotaurs of Krynn, they are a seafaring race. Their massive ships are capable of withstanding the rigors of the open sea and dwarf most other ships. Minotaurs are powerfully built and tower more than seven feet in height, with the head of a bull and the body of a human. Their coloration can range from black to white with brown and red being common. The males gorw horns from 1 to 2 feet in length while the females are a bit shorter. Minotaurs revere physical strength above all else, and they believe that the strong should naturally rule the weak. They are ruthless, harsh, and stubborn, but they can be surprisingly intelligent and introspective. Their society is based upon the strongest and most capable warriors ruling. Female minotaurs are just as capable as the males and can fight to improve their station. Their religion is based upon the Norse Pantheon with Odin being their primary god. Most of the minotaurs encountered in the game will be warriors or Crusaders of Odin or Thor.

Racial Adjustments:  +2 Str, +2 Con, -2 Wis, -2 Cha

Level Limits:
Fighter: U
Gladiator: U
Ranger: 12
Cleric: 7
Wizard: 8
Thief: 10

Racial Characteristics:
Height in Inches Weight in Pounds
Base Modifier Base Modifier
84/78 2d12 270/225 8d10
Starting Age Maximum Age Range
Base Age Variable (Base + Variable)
14 1d4 100 + 2d20

Minotaur Abilities:

All minotaurs can headbutt for 2d6 damage and have a natural armor class of 6. They recieve an additional six hitpoints at first level. Due to their immense size, minotaurs take damage as large creatures. Minotaur characters recieve 30 character points with which to pick their initial abilities.

  • Attack bonus (5): +1 attack bonus with one weapon of the player's choice.
  • Damage bonus (5): +1 damage bonus with one weapon of the player's choice.
  • Dense skin (10): If the minotaur is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.
  • Expert Sailor (5): The minotaur has found a natural affinity for travel by sea. The caharcter recieves a +1 on all related proficiencies.
  • Fearlessness (5): Minotaur recieves a +3 saving throw bonus versus fear, including fear, scare, cause fear, or emotion spells, dragon fear, and similar effects.
  • Hard to suprise (5): The minotaur recieves a +2 on all suprise checks.
  • Health bonus (10): +1 bonus to the character's Health subability score: the score can be up to 5 points higher than the character's Fitness score.
  • Infravision (10): The minotaur has 60' infravision.
  • More muscles (10): +1 to the Muscle subability score. This allows a minotaur character to have more than a 4 point difference in the Strength subabilities.
  • Spell Immunity (5): Some minotaurs have the unique power of immunity to maze spells, due to their familiarity with labyrinths and other such places.
  • Tracking (5): The minotaur's sense of smell is so acute that he can track, as per the tracking proficiency, with a 50% chance of success. Normal modifiers for old or confused trails may apply.


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.