Imposing figures with the head of a bull and the body of a man, Minotaurs are powerful, proud creatures. Typically the size and build of a tall, powerful Human, Minotaurs are incredible sailors, using their innate navigation prowess to sail the high seas. Minotaur pirates are feared, and Grand Elves traditionally have an enmity with the race, hunting down and bringing such pirates to justice.
Minotaurs are arrogant, certain of their own superiority. However, they are also loyal—a minotaur will never break its word. Minotaurs are fond of tridents and nets, although many also choose to wield large and powerful axes. A Minotaur will traditionally wear a kilt and a breastplate of iron or bronze. Minotaurs make excellent gladiators, sailors, pirates, and lair guardians.
Size/Type: Medium fey (humanoid)
Attributes: STR +2, INT +2, END +1, REP +1
Skill Choices: navigation, sailing, brawling, axes, polearms, tracking, scent
Horns. A Minotaur has horns which can be used in combat. The Minotaur’s unarmed (natural) damage increases by +1d6 and becomes piercing damage.
Bullrush. A Minotaur can lower their head and charge, horns-first, at a target of medium-size or larger. The Minotaur moves up to its full SPEED (minimum distance 10') in a straight line as a single action and makes a free unarmed attack at the end of it. The Minotaur must move in a straight line.
Direction Sense. A Minotaur always knows which direction is which, and how deep it is below ground or how far it is above ground. A Minotaur never becomes lost when traveling.
Sailors. Minotaurs are accomplished sailors. They gain one rank in each of the following skills: carousing, sailing, navigation.
Scent. Minotaurs have an incredible sense of smell, and gain +1d6 to INT (perception) checks where scent might be a factor.