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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 5431349" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">MINOTAUR, DEEP</span></strong></p><p><strong>Large Monstrous Humanoid (Earth)</strong></p><p><strong>Hit Dice:</strong> 6d8+12 (39 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 14 (-1 size, +5 natural), touch 9, flat-footed (see text)</p><p><strong>Base Attack/Grapple:</strong> +6/+13</p><p><strong>Attack:</strong> Greataxe +8 melee (3d6+4) or gore +8 melee (1d8+3)</p><p><strong>Full Attack:</strong> Greataxe +8/+3 melee (3d6+4) and gore +3 melee (1d8+1)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Powerful charge 4d6+4, spell-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 120 ft., light sensitivity, natural cunning, scent</p><p><strong>Saves:</strong> Fort +6, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)</p><p><strong>Skills:</strong> Intimidate +1, Hide -4*, Listen +6, Move Silently +0*, Search +6, Spot +6</p><p><strong>Feats:</strong> Great Fortitude, Power Attack, Track</p><p></p><p><strong>Continent/Region:</strong> Any</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary, pair, or gang (3–4) plus 1–2 giant lizards</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>Deep minotaurs are a race of Underearth-dwelling monstrous humanoids related to both standard minotaurs and the Horn minotaurs of Triadora. They live in the deepest parts of the Underearth and are to Kulan what drow are to other worlds.</p><p></p><p>Deep minotaurs rarely come above ground for anything other than to raid surface communities for wealth, slaves, and general blood-lust. They never work with morlocks, who they consider breeding pests, and only rarely trade for slaves from bugbears and orcs. There are exceptions, however.</p><p></p><p>Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur’s fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black.</p><p></p><p>Most deep minotaurs that do come above ground for more than raiding usually attire themselves as horn minotaurs or other surface-dwelling races would for a particular region. Therefore, a deep minotaur encountered trading for goods or slaves in the land of Zakhara would wear a long aba or other type of free flowing garment.</p><p></p><p>Deep minotaurs speak Undercommon.</p><p></p><p><strong>Combat</strong></p><p>Deep minotaurs are savage combatants when encountered. They make up for their reduced strength by being better able to think their way across the battlefield. They are less likely to charge in against obvious superior opponents and love to fight hand-to-hand with greataxes and other two-handed weapons.</p><p></p><p><em>Light Sensitivity</em> (Ex): A deep minotaur suffers a +1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light or a daylight spell.</p><p></p><p><em>Natural Cunning</em> (Ex): Although deep minotaurs are less intelligent then horn minotaurs, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p></p><p><em>Powerful Charge</em> (Ex): A deep minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 4d6+4 points of damage.</p><p></p><p><em>Spell-like Abilities</em>: Deep minotaurs gain the ability to use <em>expeditious retreat</em>, <em>ghost sound</em>, and <em>spider climb</em> each once per day as a 6th-level wizard.</p><p></p><p><em>Skills</em>: Deep minotaurs gain a +4 racial bonus on Search, Spot, and Listen checks. *Deep minotaurs gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas because they have learned how to move around without being seen or heard.</p><p></p><p><strong>Deep Minotaurs as Characters</strong></p><p>Deep minotaurs favor the barbarian class. They also tend to be become fighters, rangers, clerics, and druids. Deep minotaurs often become multiclassed barbarian/druids, fighter/clerics, or ranger/druids. </p><p></p><p>Deep minotaurs usually worship Baphomet, Demon Prince of Minotaurs. However, many deep minotaurs favor to worship the raw nature of the Underearth instead of the Abyssal Lord. Deep minotaur clerics of Baphomet can choose any two of the following domains: Bestial, Chaos, Evil, War. Unaligned deep minotaur clerics can choose any two of the following domains: Cavern, Chaos, Earth, Evil, Fire, Water.</p><p></p><p><strong>Note:</strong> Minotaurs, or the Cursed, are generally feared by humans, and a deep minotaur would appear to be nothing more than a more frightening version of one of those creatures to the uneducated.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5431349, member: 2012"] [B][COLOR="DarkOrange"]MINOTAUR, DEEP[/COLOR][/B] [B]Large Monstrous Humanoid (Earth)[/B] [B]Hit Dice:[/B] 6d8+12 (39 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 14 (-1 size, +5 natural), touch 9, flat-footed (see text) [B]Base Attack/Grapple:[/B] +6/+13 [B]Attack:[/B] Greataxe +8 melee (3d6+4) or gore +8 melee (1d8+3) [B]Full Attack:[/B] Greataxe +8/+3 melee (3d6+4) and gore +3 melee (1d8+1) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Powerful charge 4d6+4, spell-like abilities [B]Special Qualities:[/B] Darkvision 120 ft., light sensitivity, natural cunning, scent [B]Saves:[/B] Fort +6, Ref +5, Will +5 [B]Abilities:[/B] Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1) [B]Skills:[/B] Intimidate +1, Hide -4*, Listen +6, Move Silently +0*, Search +6, Spot +6 [B]Feats:[/B] Great Fortitude, Power Attack, Track [B]Continent/Region:[/B] Any [B]Environment:[/B] Underground [B]Organization:[/B] Solitary, pair, or gang (3–4) plus 1–2 giant lizards [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 Deep minotaurs are a race of Underearth-dwelling monstrous humanoids related to both standard minotaurs and the Horn minotaurs of Triadora. They live in the deepest parts of the Underearth and are to Kulan what drow are to other worlds. Deep minotaurs rarely come above ground for anything other than to raid surface communities for wealth, slaves, and general blood-lust. They never work with morlocks, who they consider breeding pests, and only rarely trade for slaves from bugbears and orcs. There are exceptions, however. Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur’s fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black. Most deep minotaurs that do come above ground for more than raiding usually attire themselves as horn minotaurs or other surface-dwelling races would for a particular region. Therefore, a deep minotaur encountered trading for goods or slaves in the land of Zakhara would wear a long aba or other type of free flowing garment. Deep minotaurs speak Undercommon. [B]Combat[/B] Deep minotaurs are savage combatants when encountered. They make up for their reduced strength by being better able to think their way across the battlefield. They are less likely to charge in against obvious superior opponents and love to fight hand-to-hand with greataxes and other two-handed weapons. [I]Light Sensitivity[/I] (Ex): A deep minotaur suffers a +1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light or a daylight spell. [I]Natural Cunning[/I] (Ex): Although deep minotaurs are less intelligent then horn minotaurs, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. [I]Powerful Charge[/I] (Ex): A deep minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 4d6+4 points of damage. [I]Spell-like Abilities[/I]: Deep minotaurs gain the ability to use [I]expeditious retreat[/I], [I]ghost sound[/I], and [I]spider climb[/I] each once per day as a 6th-level wizard. [I]Skills[/I]: Deep minotaurs gain a +4 racial bonus on Search, Spot, and Listen checks. *Deep minotaurs gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas because they have learned how to move around without being seen or heard. [B]Deep Minotaurs as Characters[/B] Deep minotaurs favor the barbarian class. They also tend to be become fighters, rangers, clerics, and druids. Deep minotaurs often become multiclassed barbarian/druids, fighter/clerics, or ranger/druids. Deep minotaurs usually worship Baphomet, Demon Prince of Minotaurs. However, many deep minotaurs favor to worship the raw nature of the Underearth instead of the Abyssal Lord. Deep minotaur clerics of Baphomet can choose any two of the following domains: Bestial, Chaos, Evil, War. Unaligned deep minotaur clerics can choose any two of the following domains: Cavern, Chaos, Earth, Evil, Fire, Water. [B]Note:[/B] Minotaurs, or the Cursed, are generally feared by humans, and a deep minotaur would appear to be nothing more than a more frightening version of one of those creatures to the uneducated. [/QUOTE]
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