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<blockquote data-quote="Knightfall" data-source="post: 5085302" data-attributes="member: 2012"><p><strong><u><span style="font-size: 18px">CENTAURS, GNOLLS, MINOTAURS, AND RATLINGS</span></u></strong></p><p><span style="font-size: 15px"><strong><u>Centaur</u></strong> [GGR]</span></p><p><span style="font-size: 15px">Description still to be written.</span></p><p></p><p><strong>Patron Deity:</strong> Pan.</p><p></p><p>[Spoiler="Archived Racial Traits"]<span style="font-size: 15px"><strong>Ability Score Increase.</strong> Your Strength score increases by 1, your Dexterity score increase by 1, and your Constitution score increases by 1.</span></p><p><span style="font-size: 15px"><strong>Age.</strong> Centaurs must mature quickly as they are usually born on the move. A newborn must be able to stand and run shortly after birth. Young centaurs usually stay with their mothers for years before coming under the tutelage of the entire herd. Adulthood is achieved around 50 years and centaurs live around 450 years maximum. However, you are only 40 years old and still an adolescent.</span></p><p><span style="font-size: 15px"><strong>Alignment.</strong> Centaurs revere nature and rarely see the value of law or chaos. The values of a good life should stand on its own.</span></p><p><span style="font-size: 15px"><strong>Size.</strong> Centaurs typically stand 7 feet tall and weigh well over 1,000 pounds. However, you are still considered an adolescent and are not fully grown. Your size is Medium.</span></p><p><span style="font-size: 15px"><strong>Speed.</strong> Your base walking speed is 35 feet.</span></p><p><span style="font-size: 15px"><strong>Centaur Weapon Training.</strong> You have proficiency with the longbow and pike.</span></p><p><span style="font-size: 15px"><strong>Hooves.</strong> You are never unarmed. You are proficient with your hooves, which is a melee weapon that deals 1d8 bludgeoning damage.</span></p><p><span style="font-size: 15px"><strong>Thundering Hooves.</strong> When you use the Dash action during your turn, you can make a melee attack with your hooves as a bonus action.</span></p><p><span style="font-size: 15px"><strong>Languages.</strong> You can speak, read, and write Elvish and Sylvan.</span></p><p><span style="font-size: 15px"><strong>Nomadic Destiny.</strong> When you reach 5th level, you must choose between either the Charger of Runt subrace, if you are not a Roanshield. Once you have made this choice, you cannot alter it.</span>[/Spoiler]</p><p style="text-align: center"><span style="font-size: 15px"><em>"Run, my children. Run and be free!"</em> - A centaur shaman encouraging his pupils.</span></p><p></p><p><span style="font-size: 15px"><strong><u>Subraces</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">Charger</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">Roanshield</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">Runt</span></li> </ul><p><span style="font-size: 15px">[HR][/HR]</span></p><p><span style="font-size: 15px"><strong><u>Gnoll</u></strong></span></p><p><span style="font-size: 15px">Gnolls are vicious by nature. They live for the pack and hunt almost constantly. These caninids are more like wild animals than an intelligent race. Not that they are stupid. It's just that thinking rarely gets them anywhere in their society. Strength and feral instincts are more likely to save their lives when challenged by their own kind. “Fight for right to breed,” is a common gnoll axiom.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Gnoll adventurers, however, are more intuitive. They are usually smarter than the average gnoll, which gives them an advantage, but it can also be a death sentence. Gnoll leaders don't like smart pups. They consider them a threat to their power. Any gnoll that shows signs of being overly cunning or wise is culled from the pack.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Those that survive find themselves without family or mate, which usually turns them savage. Occasionally, a gnoll will go his or her own way before the pack leader becomes aware of their abilities. It is these gnolls that become adventurers or mercenaries. While many are seeking a way to return to their pack and take it over, a few have left their kin behind completely.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Gnolls don't do well on their own, so a gnoll adventurer will try to seek companions to form a new pack (with him or as the leader, of course). Gnolls don't like others being in charge and they will resent being forced to be subservient, if evil. The rare non-evil gnoll will have an easier time trusting, but he or she likely won't be trusted easily. Gnolls, as a race, are not well thought of by other races.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Catfolk, dwarves, elves, gnomes, halflings, and other races that are usually good will be highly suspicious of a gnoll that tries to be good. Dragonborn, hobgoblins, humans, and ratlings are more likely to give gnolls the benefit of the doubt. Half-orcs and gnolls often bond, as long as leadership is quickly resolved. It would be strange to see a half-elf and a gnoll working together.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Gnolls are highly Chaotic and are almost always Evil. A gnoll that tries to to be good is fighting an uphill battle and most gnoll adventurers tend towards Neutrality in the end. Those that don't find acceptance often become the worst villains.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Ability Score Increase.</strong> Your Strength score increases by 2, and either your Dexterity score or your Constitution score increases by 1.</span></p><p><span style="font-size: 15px"><strong>Age.</strong> Gnolls are forced to fend for themselves at an early age. By the age of 12 to 14, they are considered adults. A gnoll's life is a hard one and most don't live past 40 years of age.</span></p><p><span style="font-size: 15px"><strong>Alignment.</strong> Gnolls show little restraint, and thus tend toward chaos over law. Gnolls tend to follow the whims of the pack, which usually leads them down a path towards evil.</span></p><p><span style="font-size: 15px"><strong>Size.</strong> Gnolls range from 6-1/2 to 7-1/2 feet tall and and weigh an average of 300 pounds. Your size is Medium.</span></p><p><span style="font-size: 15px"><strong>Speed.</strong> Your base walking speed is 30 feet.</span></p><p><span style="font-size: 15px"><strong>Darkvision.</strong> Accustomed to hunting and scavenging in the dark, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</span></p><p><span style="font-size: 15px"><strong>Savage Warrior.</strong> You have proficiency with the Longbow and Spear.</span></p><p><span style="font-size: 15px"><strong>Bite.</strong> You are never unarmed. You are proficient with your bite, which is a melee weapon that deals 1d4 piercing damage.</span></p><p><span style="font-size: 15px"><strong>Rampage.</strong> When you reduce an opponent to 0 hit points with a melee attack, you can take a bonus action to move up to half your speed and either bite or make another melee attack with the same weapon.</span></p><p><span style="font-size: 15px"><strong>Languages.</strong> You can speak Common and Gnoll. You cannot read or write, however.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Patron Deity:</strong> Torog.</span></p><p></p><p style="text-align: center"><span style="font-size: 15px"><em>"Mercy? What is that?"</em> - A gnoll growls at his next victim.</span></p><p></p><p><span style="font-size: 15px">[HR][/HR]</span></p><p><span style="font-size: 15px"><strong>Alternate Gnoll racial traits:</strong> Supreme Slayer's <a href="http://www.dmsguild.com/product/177464/5e-Racial-Handbook--Over-40-New-Races-and-Subraces?term=racial+Hand&test_epoch=0" target="_blank">Racial Handbook</a> (p. 9)</span></p><p><span style="font-size: 15px">[HR][/HR]</span></p><p><span style="font-size: 15px"><strong><u>Minotaur</u></strong> [GGR]</span></p><p><span style="font-size: 15px">Description still to be written.</span></p><p></p><p><strong>Patron Deity:</strong> Laran.</p><p></p><p>[Spoiler="Archived Racial Traits"]<span style="font-size: 15px"><strong>Minotaur Traits</strong></span></p><p><span style="font-size: 15px"><strong>Ability Score Increase.</strong> Your Strength score increases by 1.</span></p><p><span style="font-size: 15px"><strong>Age.</strong> Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.</span></p><p><span style="font-size: 15px"><strong>Alignment.</strong> Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.</span></p><p><span style="font-size: 15px"><strong>Size.</strong> Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.</span></p><p><span style="font-size: 15px"><strong>Speed.</strong> Your base walking speed is 30 feet.</span></p><p><span style="font-size: 15px"><strong>Horns.</strong> You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.</span></p><p><span style="font-size: 15px"><strong>Goring Rush.</strong> When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.</span></p><p><span style="font-size: 15px"><strong>Hammering Horns.</strong> When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.</span></p><p><span style="font-size: 15px"><strong>Bonus Proficiency.</strong> You can choose one proficiency from the following options: Athletics, Intimidation, Nature, Perception, or Survival.</span></p><p><span style="font-size: 15px"><strong>Languages.</strong> You can speak, read, and write Common.</span>[/Spoiler]</p><p style="text-align: center"><span style="font-size: 15px"><em>"Honor thy kin. Kill your enemies."</em> - A minotaur teaching his son while wrestling.</span></p><p></p><p><span style="font-size: 15px"><strong><u>Subraces</u></strong></span></p><p><span style="font-size: 15px"><strong>Cursed Minotaur</strong></span></p><p><span style="font-size: 15px">Description still to be written.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><u>Ability Score Increase</u>. Your Strength score increases by 1, and your Constitution score increases by 1.</span></p><p><span style="font-size: 15px"><u>Reduced Lifespan</u>. Cursed minotaurs don't live as long as other minotaurs. Since they were once human, the live only as long as humans and most don't live beyond 60 years, as their lives are difficult.</span></p><p><span style="font-size: 15px"><u>Alignment</u>. Cursed minotaurs have little sense of honor. Their affliction makes them unpredictable and vicious. Thus, they are most often chaotic and enamored with evil thoughts and tendencies.</span></p><p><span style="font-size: 15px"><u>Labyrinthine Recall</u>. You can perfectly recall any path you have traveled.</span></p><p><span style="font-size: 15px"><u>Large Monstrosity</u>. When you reach 9th level, your size increases to Large. Your horns now do 2d8 piercing damage, and your speed increases to 40 feet.</span></p><p><span style="font-size: 15px"><u>Languages</u>. You can also speak, read, and write Undercommon in addition to Common.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><u>Patron Deities</u>: Surtur or Thrym.</span></p><p></p><p style="text-align: center"><span style="font-size: 15px"><em>"Get Out! Get Out! Leave me be!"</em> - An enraged cursed minotaur</span></p><p></p><p><span style="font-size: 15px"><strong>Tantuscan Minotaur</strong></span></p><p><span style="font-size: 15px">Description still to be written.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><u>Conqueror’s Virtue</u>. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.</span></p><p><span style="font-size: 15px"><u>Sea Reaver</u>. You gain proficiency with navigator’s tools and vehicles (water).</span></p><p><span style="font-size: 15px"><u>Minotaur Bond</u>. Roll randomly on the Minotaur Bonds table on p. 3 of the <em>Unearthed Arcana: Waterborne Adventures</em> download.</span></p><p><span style="font-size: 15px"><u>Languages</u>. You can also speak, read, and write Giant in addition to Common.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><u>Patron Deity</u>: Tyr.</span></p><p></p><p style="text-align: center"><span style="font-size: 15px"><em>"Virtue and honor."</em> - A Tantuscan minotaur battlecry.</span></p><p></p><p><span style="font-size: 15px">[HR][/HR]</span></p><p><span style="font-size: 15px"><strong><u>Ratling</u></strong></span></p><p><span style="font-size: 15px">Description still to be written.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Racial Traits:</strong> <a href="http://www.dmsguild.com/product/177464/5e-Racial-Handbook--Over-40-New-Races-and-Subraces?term=racial+Hand&test_epoch=0" target="_blank">Racial Handbook</a> (p. 5).</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Patron Deity:</strong> TBD</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u>Subraces</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">Ratling, Blackfur (RH, p. 6)</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">Ratling, Whitefur (RH, p. 6)</span></li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 5085302, member: 2012"] [B][U][SIZE=5]CENTAURS, GNOLLS, MINOTAURS, AND RATLINGS[/SIZE][/U][/B] [SIZE=4][B][U]Centaur[/U][/B] [GGR] Description still to be written.[/SIZE] [B]Patron Deity:[/B] Pan. [Spoiler="Archived Racial Traits"][SIZE=4][B]Ability Score Increase.[/B] Your Strength score increases by 1, your Dexterity score increase by 1, and your Constitution score increases by 1. [B]Age.[/B] Centaurs must mature quickly as they are usually born on the move. A newborn must be able to stand and run shortly after birth. Young centaurs usually stay with their mothers for years before coming under the tutelage of the entire herd. Adulthood is achieved around 50 years and centaurs live around 450 years maximum. However, you are only 40 years old and still an adolescent. [B]Alignment.[/B] Centaurs revere nature and rarely see the value of law or chaos. The values of a good life should stand on its own. [B]Size.[/B] Centaurs typically stand 7 feet tall and weigh well over 1,000 pounds. However, you are still considered an adolescent and are not fully grown. Your size is Medium. [B]Speed.[/B] Your base walking speed is 35 feet. [B]Centaur Weapon Training.[/B] You have proficiency with the longbow and pike. [B]Hooves.[/B] You are never unarmed. You are proficient with your hooves, which is a melee weapon that deals 1d8 bludgeoning damage. [B]Thundering Hooves.[/B] When you use the Dash action during your turn, you can make a melee attack with your hooves as a bonus action. [B]Languages.[/B] You can speak, read, and write Elvish and Sylvan. [B]Nomadic Destiny.[/B] When you reach 5th level, you must choose between either the Charger of Runt subrace, if you are not a Roanshield. Once you have made this choice, you cannot alter it.[/SIZE][/Spoiler] [CENTER][SIZE=4][I]"Run, my children. Run and be free!"[/I] - A centaur shaman encouraging his pupils.[/SIZE][/CENTER] [SIZE=4][B][U]Subraces[/U][/B][/SIZE] [LIST] [*][SIZE=4]Charger[/SIZE] [*][SIZE=4]Roanshield[/SIZE] [*][SIZE=4]Runt[/SIZE] [/LIST] [SIZE=4][HR][/HR] [B][U]Gnoll[/U][/B] Gnolls are vicious by nature. They live for the pack and hunt almost constantly. These caninids are more like wild animals than an intelligent race. Not that they are stupid. It's just that thinking rarely gets them anywhere in their society. Strength and feral instincts are more likely to save their lives when challenged by their own kind. “Fight for right to breed,” is a common gnoll axiom. Gnoll adventurers, however, are more intuitive. They are usually smarter than the average gnoll, which gives them an advantage, but it can also be a death sentence. Gnoll leaders don't like smart pups. They consider them a threat to their power. Any gnoll that shows signs of being overly cunning or wise is culled from the pack. Those that survive find themselves without family or mate, which usually turns them savage. Occasionally, a gnoll will go his or her own way before the pack leader becomes aware of their abilities. It is these gnolls that become adventurers or mercenaries. While many are seeking a way to return to their pack and take it over, a few have left their kin behind completely. Gnolls don't do well on their own, so a gnoll adventurer will try to seek companions to form a new pack (with him or as the leader, of course). Gnolls don't like others being in charge and they will resent being forced to be subservient, if evil. The rare non-evil gnoll will have an easier time trusting, but he or she likely won't be trusted easily. Gnolls, as a race, are not well thought of by other races. Catfolk, dwarves, elves, gnomes, halflings, and other races that are usually good will be highly suspicious of a gnoll that tries to be good. Dragonborn, hobgoblins, humans, and ratlings are more likely to give gnolls the benefit of the doubt. Half-orcs and gnolls often bond, as long as leadership is quickly resolved. It would be strange to see a half-elf and a gnoll working together. Gnolls are highly Chaotic and are almost always Evil. A gnoll that tries to to be good is fighting an uphill battle and most gnoll adventurers tend towards Neutrality in the end. Those that don't find acceptance often become the worst villains. [B]Ability Score Increase.[/B] Your Strength score increases by 2, and either your Dexterity score or your Constitution score increases by 1. [B]Age.[/B] Gnolls are forced to fend for themselves at an early age. By the age of 12 to 14, they are considered adults. A gnoll's life is a hard one and most don't live past 40 years of age. [B]Alignment.[/B] Gnolls show little restraint, and thus tend toward chaos over law. Gnolls tend to follow the whims of the pack, which usually leads them down a path towards evil. [B]Size.[/B] Gnolls range from 6-1/2 to 7-1/2 feet tall and and weigh an average of 300 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Darkvision.[/B] Accustomed to hunting and scavenging in the dark, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. [B]Savage Warrior.[/B] You have proficiency with the Longbow and Spear. [B]Bite.[/B] You are never unarmed. You are proficient with your bite, which is a melee weapon that deals 1d4 piercing damage. [B]Rampage.[/B] When you reduce an opponent to 0 hit points with a melee attack, you can take a bonus action to move up to half your speed and either bite or make another melee attack with the same weapon. [B]Languages.[/B] You can speak Common and Gnoll. You cannot read or write, however. [B]Patron Deity:[/B] Torog.[/SIZE] [CENTER][SIZE=4][I]"Mercy? What is that?"[/I] - A gnoll growls at his next victim.[/SIZE][/CENTER] [SIZE=4][HR][/HR] [B]Alternate Gnoll racial traits:[/B] Supreme Slayer's [URL='http://www.dmsguild.com/product/177464/5e-Racial-Handbook--Over-40-New-Races-and-Subraces?term=racial+Hand&test_epoch=0']Racial Handbook[/URL] (p. 9) [HR][/HR] [B][U]Minotaur[/U][/B] [GGR] Description still to be written.[/SIZE] [B]Patron Deity:[/B] Laran. [Spoiler="Archived Racial Traits"][SIZE=4][B]Minotaur Traits Ability Score Increase.[/B] Your Strength score increases by 1. [B]Age.[/B] Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. [B]Alignment.[/B] Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil. [B]Size.[/B] Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Horns.[/B] You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. [B]Goring Rush.[/B] When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. [B]Hammering Horns.[/B] When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. [B]Bonus Proficiency.[/B] You can choose one proficiency from the following options: Athletics, Intimidation, Nature, Perception, or Survival. [B]Languages.[/B] You can speak, read, and write Common.[/SIZE][/Spoiler] [CENTER][SIZE=4][I]"Honor thy kin. Kill your enemies."[/I] - A minotaur teaching his son while wrestling.[/SIZE][/CENTER] [SIZE=4][B][U]Subraces[/U] Cursed Minotaur[/B] Description still to be written. [U]Ability Score Increase[/U]. Your Strength score increases by 1, and your Constitution score increases by 1. [U]Reduced Lifespan[/U]. Cursed minotaurs don't live as long as other minotaurs. Since they were once human, the live only as long as humans and most don't live beyond 60 years, as their lives are difficult. [U]Alignment[/U]. Cursed minotaurs have little sense of honor. Their affliction makes them unpredictable and vicious. Thus, they are most often chaotic and enamored with evil thoughts and tendencies. [U]Labyrinthine Recall[/U]. You can perfectly recall any path you have traveled. [U]Large Monstrosity[/U]. When you reach 9th level, your size increases to Large. Your horns now do 2d8 piercing damage, and your speed increases to 40 feet. [U]Languages[/U]. You can also speak, read, and write Undercommon in addition to Common. [U]Patron Deities[/U]: Surtur or Thrym.[/SIZE] [CENTER][SIZE=4][I]"Get Out! Get Out! Leave me be!"[/I] - An enraged cursed minotaur[/SIZE][/CENTER] [SIZE=4][B]Tantuscan Minotaur[/B] Description still to be written. [U]Conqueror’s Virtue[/U]. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1. [U]Sea Reaver[/U]. You gain proficiency with navigator’s tools and vehicles (water). [U]Minotaur Bond[/U]. Roll randomly on the Minotaur Bonds table on p. 3 of the [I]Unearthed Arcana: Waterborne Adventures[/I] download. [U]Languages[/U]. You can also speak, read, and write Giant in addition to Common. [U]Patron Deity[/U]: Tyr.[/SIZE] [CENTER][SIZE=4][I]"Virtue and honor."[/I] - A Tantuscan minotaur battlecry.[/SIZE][/CENTER] [SIZE=4][HR][/HR] [B][U]Ratling[/U][/B] Description still to be written. [B]Racial Traits:[/B] [URL='http://www.dmsguild.com/product/177464/5e-Racial-Handbook--Over-40-New-Races-and-Subraces?term=racial+Hand&test_epoch=0']Racial Handbook[/URL] (p. 5). [B]Patron Deity:[/B] TBD [B][U]Subraces[/U][/B][/SIZE] [LIST] [*][SIZE=4]Ratling, Blackfur (RH, p. 6)[/SIZE] [*][SIZE=4]Ratling, Whitefur (RH, p. 6)[/SIZE] [/LIST] [/QUOTE]
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Tarras: A Homebrewed Campaign Setting
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