Harranian Minotaurs

SHARK

First Post
Greetings!

Here is a rough sketch of some of the Minotaurs that live in my campaign world. Minotaurs are kinda special in my book, and deserve to be a bit extra ferocious! Players in my campaign are often terrified of meeting Minotaurs, especially more than just a few!:) I change some of the stats of the stat-block around to be more detailed, and also more modular in format so that with but a few calculations, I can drop some very detailed Minotaurs into an encounter quickly and easily. I hope that you like them.:)

Semper Fidelis,

SHARK



Harranian Minotaurs

Minotaur
Large Monstrous Humanoid
Hit Dice: 6d8+appropriate class levels.
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
AC: 21 (-1 size, +5 natural, +5 Chain mail, +2 Large Wooden Shield)
AC: 19 (-1 size, +5 natural, +5 Chain mail)
AC: 17 (-1 size, +5 natural, +3 Studded Leather)
Attacks: Gore, +17 melee; or: +17/+12 melee; or +10/+5 Ranged
Battleaxe
Javelin
Light Flail
Long sword
Great Axe
Great Sword
Dagger
Short spear (+17/+12 Melee; +10 Ranged)
Composite Longbow (+10 Ranged)

Damage: Gore 1d8+11 Melee; or:
Battleaxe 2d6+7 Melee
Javelin 1d8+0 Ranged
Light Flail 1d8+11 Melee
Long sword 2d6+7 Melee
Great Axe 2d8+11 Melee
Great Sword 2d8+11 Melee
Dagger 1d6+7 Melee
Short spear 2d6+7 Melee/+0 Ranged
Composite Longbow 2d6+0 Ranged

Face/Reach: 5 ft by 5-ft/10 ft.
Special Attacks: Charge 4d6+11
Special Qualities: Scent, Natural Cunning, Blood Frenzy, and Ferocity. These are detailed below:

Scent: As per Core Rule Book III.

Natural Cunning: As per Core Rule Book III

Blood Frenzy (Ex): Whenever the Minotaur is wounded in combat, the feel, taste, and scent of blood sends the Minotaur into a terrible frenzy of blood lust. The Minotaur must make a Will save (DC 15) to resist the blood frenzy. While in Blood Frenzy, the Minotaur gains +4 to Strength, +4 to Constitution, and –2 to AC. The Blood Frenzy lasts until either the Minotaur or its opponent is dead. (Or out of sight of the Minotaur) Until such time, the Minotaur cannot voluntarily end the Blood Frenzy.

Ferocity (Ex): Minotaurs are feared for their terrible rage and ferocity in combat. Minotaurs continue to fight on without penalties even while disabled or dying. (As per Core Rule Book I, page 129)

Saves Fort+14/ Ref+6/ Will+7 (+2 for Iron Will has been added)
Abilities
STR +12
DEX -2
CON +10
INT -2
WIS +0
CHA -2

Skills: Base Skills/Skill Points (16); (Must add skills and skill points for appropriate class; e.g. Barbarian, Ranger, etc.)
Intimidate +6
Jump +8
Listen +6
Search +6
Spot +6
(+4 racial bonus to Intimidate, Search, Spot, and Listen checks.)

Feats: Great Fortitude, Power Attack; (Plus additional feats for Green Minotaur levels.)
Climate/Terrain: Temperate/Warm; Any Terrain except Aquatic; Harranian Minotaurs are usually found in Warm or Temperate Mountains/Desert/Forest/Hill/Underground.
Organization: Solitary, Gang (2-5); Family (5-20); Band (20-40); Clan (40-60); Tribe (six Clans or more)
Challenge Rating: 8 (Green Minotaurs)
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class

Physiology

Minotaurs are huge, powerful creatures. Minotaurs, being a race of cattle-like humanoids, have a prominent set of large, curving horns that adorn their heads. Throughout individuals, there are a broad range of fur color and patterns that can be found. Some have piebald, splotched patterns of black and white, grey and white, or brown and white. Others may be of one solid color, like all white, black, or auburn. Minotaurs are affected by magic and elements of Chaos in such a way as to give rise to occasional mutations, such as multiple limbs, multiple eyes, or other strange properties. There can also be found Minotaurs of bizarre colors and patterns, like tiger-striped, zebra-striped, or some other pattern, in strange colors like blue, lemon-yellow, peach, or mauve. Minotaurs have large hoofed feet, which also provide them with a strong sense of balance, and good footing. Minotaurs are characterized by huge, powerful hands that are incredibly strong, and clawed. Minotaurs are usually 8 ft.-9 ft. in height, and 430-540 lbs in weight. (420+1d12x10 lbs.) Most Minotaurs have short, coarse fur that covers their bodies, though there are some Minotaurs that have long hair, providing a shaggier appearance. Eye color is quite variable, with many different, even strange colors being found throughout Minotaur communities.

Minotaurs are omnivorous, enjoying many different kinds of meat, fruits, and vegetables. However, Minotaurs are universally passionate meat-eaters, and have mouths full of strong, sharp teeth that help them to rip into creatures they are eating with terrible efficiency—whether the creature is already dead, or still alive. Minotaurs are quite capable of eating creatures raw—though many Minotaurs prefer their meats to be cooked, and even seasoned.

Minotaurs are famous for awesome strength and incredible endurance. Minotaurs are strongly resistant to all forms of poison and disease, and shrug off seemingly horrible wounds. Minotaurs have dense skin, and such great pain-tolerance as to virtually ignore wounds that other creatures would be slain by, or even crippled. Minotaurs have the ability to struggle on, in whatever capacity without complaint. Oftentimes, Minotaurs can see to their own wounds with rugged efficiency, and often have a matter-of-fact attitude concerning their own wounds. Minotaurs often have large families, and breed frequently. Minotaurs usually mature quickly, being considered an adult by age 12, and reaching full physical maturity by age 14. Minotaurs have a vigorous metabolism, and usually live to a lifespan of 150 years.

Religion

Harranian Minotaurs worship a large pantheon of ferocious deities. Harranian Minotaurs have organized temples in every city-state. Throughout the various city-states the temples are built from large blocks of basalt and granite. The temples are carved with elaborate demonic heads, and monstrous statues that decorate the patios and galleries. The monstrous statues are often of bronze or marble, and depict strange and terrifying monsters such as Chimera, Hydra, Griffons, Lions, and demons. Great braziers flank the doorways into the temples, and upper galleries look down on the large, expansive entrance hall that greets the visitor. The temples have columns throughout the temple halls, and finely carved pillars that display religious scenery and inscribed religious virtues and doctrines. Most of the Harranian temples are rectangular, with a large central dome that dominates the central portion of the temple. The central dome rises high over the inner hall, and is often decorated with a great mural depicting the early history of the Harranian Minotaurs. The temples usually have three levels, with the dome rising to some eighty feet overhead. Doors to the temples are usually of a fine bronze, edged in rich onyx, and engraved with large solid gold winged lions in the center facing of each door.

From the great temples, the Harranian priests serve the community. Many of them are skilled healers, and diviners. Others serve as advisors and counselors, and still others enthusiastically serve in the military, going on expeditions of conquest, exploration, and raids against hostile neighbors. In rural towns and villages, a less elaborate temple made of huge timbers and decorated with bones, skins, and bizarre fetishes serves the local community. Instead of a dome, there is simply a finely carved peaked roof. The rural temple has carved gargoyle or demon heads all along the upper edges of the roof, with the peak being decorated with a great figure of a winged demon forged from copper and gold.

Culture

Harranian Minotaurs originally come from the Harranian Mountains, a region of harsh, rugged mountains. The Harranian Mountains have given their name to the region called Harran, which also includes temperate forests, and broad expanses of inhospitable deserts. The heat is scorching in the summer months, with generally pleasant climate along the coasts, and cool nights. In the winter, snow can densely cover the high mountains, and savage winds are common. It is from such a harsh and severe environment, besieged by savage monsters and raiders throughout the area, that the Harranian Minotaurs rose to power. Powerful Harranian chieftains formed alliances for mutual defense, and gradually, an allied confederation was formed. Eventually, a powerful king arose, and laid the foundations for continued rule rship amongst chieftains that were elected to the throne by the tribes within the kingdom. Civil wars, poisonings, and assassinations have always been frequent and not uncommon, but usually once a powerful chieftain reaches the point where he is elected to being the king, the tribes have usually supported him for the strength and unity of the kingdom. Chieftains, before they are elected to the throne though, must often fight off many competitors. Once the king is elected, the king has virtually absolute power, and uses it ruthlessly. Former enemies are often hunted down, gathered up, and tortured to death. Family members of the opponents are usually thrown into the arena, where they are fed to the ferocious Hydras that await them.

The Harranian Minotaurs have a culture that glorifies war, conquest, and might. The eldest male rules haranian families. Female Harranian Minotaurs are permitted to participate equally throughout all levels of society. Harranian Minotaur society promotes individual achievement, and stresses that everyone must contribute to the greater society. Children are raised to be tough, energetic, and ambitious. Older Harranian Minotaurs are either cared for in their homes by their families, or gathered together to live in large Kherrigons, a form of retirement home for elderly Minotaurs.

Harranian Minotaur cities often have special guilds of Necromancers, who, besides assisting in warfare, also supervise the use of slave-zombies and skeletons that labor in great agricultural estates, toiling away day and night, often illuminated by great bonfire monolith-braziers that shed an eerie glow over the fields.

The Harranian Minotaurs routinely conquer other peoples, and when they do so, they scatter the families and tribes throughout disparate areas of the kingdom, mixing them with other tribes, so as to inhibit common communication and rebellion. Enslaved peoples are often stripped of their best females who are then forced to live in vast fortified brothels where the Haranian human and humanoid soldiers get to breed with them on a mass scale. The vast horde of mongrel half-breeds that are born from such unions are then taken away from the mothers and raised in enormous barracks-complexes where they are raised to be loyal soldiers of the Haranian kingdom. Stupid individuals are condemned to work in the mines for life, and are sterilized.

Every season is marked by a mass religious ceremony where 10,000 or more slaves are sacrificed to the gods in an orgy of blood and slaughter! The slaves are brought into a vast, enclosed area, where they are naked and defenseless. Then, the gathered Minotaur leap upon them, biting, clawing, and goring, until all of the gathered slaves are slaughtered. This great ceremony is designed to feed the gods with blood and strength, but also to keep the Haranian Minotaurs in touch with the inner spirit of ferocity and blood-frenzy.

Harranian Minotaurs are willing to engage in trade with other kingdoms, and eagerly trade slaves, minerals, animals, and raw material like iron, silver, copper, and wood. The Harranian Minotaurs, though often ferocious and warlike, do not necessarily seek to make war with all of their neighbors. They often develop lucrative industries and resources, and are willing to trade with others. They always seek to do so from a position of strength, and seek to maximize any profits from such arrangements. The Harranian Minotaurs often deal with more civilized kingdoms, being willing to secretly trade creatures and resources that the civilized kingdoms often have difficulty with, or desire to be kept secret. Harranian Minotaurs can often be found serving abroad on foreign battlefields as regiments of ferocious, terrifying mercenaries. The Harranian Minotaurs pledge their loyalty to serve their employer well, but they insist on rights of conquest. The Harranian Minotaurs also insist on taking part of the population that is defeated as booty. Some of these are kept within the mercenary regiment, and some are sent back to the Harranian Kingdoms to serve as slaves forever. The Harranian Minotaurs are not the most disciplined as a unit, but some individuals can take great pride in their efficiency and skill as warriors. The Harranian mercenary regiments are feared for their ferocity and determination. The mercenary regiments, often named for the region in Harran where they were first raised, are highly desired by foreign kingdoms to fight in tough campaigns, and to perform ruthless tasks that others may find difficult, or uncomfortable.

Adventurers

Harranian Minotaurs have a favored class of Fighter. Harranian Minotaurs are sophisticated enough to have merchants, priests, and even wizards as characters. Necromancers are a common variety of wizard, and Rangers can also be frequently encountered. Harranian Minotaurs can be found on patrol, marching to war, trading, or on some kind of journey of exploration. Harranian Minotaurs are usually Chaotic Evil, but a few minotaurs of other alignments can be found. Harranian Minotaurs that are by some unusual circumstance or temperament of a good alignment often live lives of a low profile if within Harranian society, and many find the sacrifices, the blood, the savage wars, and the ubiquitous cruelty too much, and often flee to live elsewhere. Player characters that are Harranian Minotaurs may find more acceptances in friendly Minotaur communities, but the attitude of many people encountered will otherwise be one of fear and hatred. Non-player characters can be able companions in a group of adventurers, and as villains, while not always the most intelligent or sophisticated, many enemies will find that the Harranian Minotaurs make ferocious opponents in combat, and enemies that are in fact quite capable of well-thought out plans, and relentless in their pursuing goals.


Green
Character Class: Fighter, Level 4
HD: 6d8+4d10+60 (133 hit points)
Stat Assigned Roll/Total
STR 12 24 (+7)
DEX 12 10 (+0)
CON 12 22 (+6)
INT 10 08 (-1)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Toughness; Iron Will.

Standard
Character Class: Fighter, Level 8
HD: 6d8+8d10+84 (180 hit points)
Stat Assigned Roll/Total
STR 14 26 (+8)
DEX 14 12 (+1)
CON 12 22 (+6)
INT 12 10 (+0)
WIS 10 10 (+0)
CHA 10 08 (-1)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Toughness; Iron Will; Endurance; Quickdraw; Run.

Veteran
Character Class: Fighter, Level 12
HD: 6d8+12d10+126 (219 hit points)
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 14 12 (+1)
CON 14 24 (+7)
INT 12 10 (+0)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Toughness; Iron Will; Endurance; Quickdraw; Run; Leadership; Weapon Focus (Battleaxe); Weapon Focus (Great Sword); Weapon Focus (Light Flail). (Add +1 to hit for Battleaxe, Great Sword, and Light Flail.)

Elite
Character Class: Fighter, Level 16
HD: 6d8+16d10+126 (269 hit points)
Stat Assigned Roll/Total
STR 16 28 (+9)
DEX 16 14 (+2)
CON 14 24 (+7)
INT 14 12 (+1)
WIS 12 12 (+1)
CHA 12 10 (+0)
Feats: Great Fortitude; Power Attack; Cleave; Great Cleave; Combat Reflexes; Toughness; Iron Will; Endurance; Quickdraw; Run; Leadership; Weapon Focus (Great Sword); Improved Critical (Great Sword); Weapon Specialization (Great Sword); Weapon Focus (Battleaxe); Improved Critical (Battleaxe); Weapon Specialization (Battleaxe). (Add bonuses to hit, critical, and damage to Great Sword and Battleaxe).

N.B.: Toughness, being modified to (6+3xCon bonus)—has been added to the above character types for hit points.
 

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:eek:

Seriously, SHARK, you should begin writting a monthly e-zine called SHARK's monthly notebooks and sell it at RPG.now.

I would buy it. In fact, I would subscribe to it.

:eek:
 

Good stuff, Shark! Very similar to how I would like to see Minotaurs in a campaign world. This is great stuff, and kudos for sharing all these details with the rest of the community.

I never liked how the MM describes them as barely smarter than animals and basically loners. This is a much better version, but... haven't you made them awfully strong (STR and CON) for their size? I mean, they are nearly as strong as Frost Giants as you have them here and probably have a better CON.
 
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Wow... that's nearly idenatical to the minotaur race I've used in nearl every campaign I've run for the last 15 years or so. In my game, they're called "Dak'Rothians", and I originally based them (and the sound of thier anguage) on Klingons.

I had this great campaign which was set in an enormous city called "Babylon". This city was, in a similar way to Babylon 5, a neutral ground, and teemed with memebers of all races. There were five major races (including humans, Dak'Rothians and some others) plus a nearly infinite number of other "lesser" races - if I needed a new race, I just pulled out the Monster Manual (or whatever its equivalent was at the time I was playing it).

Anyway, the Dak'Rothians were very much feared by the players for they wandered freely about the city of Babylon, sometimes in groups. Naturally, they viewed themselves as the superior race and loved getting into fights, brawls etc. Of course, that's because they usually won.

Dak'Rothian's were also used as thugs and henchmen by the city's criminal organisations, because there is nobody more intimidating. Imagine a protection racket - you're a shopkeeper selling, oh, I don't know - shoes. A well-dressed man entrs, surrouned by 4 huge Dak'Rothian's wielding large clubs. The man poloitely asks you for money. I had a player trying to run a business in one game about a year ago; he was a sorceror, and it took him about 4 months to save up the 100 GP needed to buy a weasel as a familiar! He was stubborn, though, and wouldn't give up; he went to a bar and started buying dirnks for Dak'Rothians (they drank a lot - he'd spend over a hundred GP eveyr time he went to the bar!) and even accepted an arm-wrestle with one. He managed to win their respect, and made some friends. One thing about Dak'Rothians is that they are very honourable, and winning their respect/friendship is a major achievement, and not something to be taken lightly.

The next time the "mafia" came round, they started smashing the place up. One of the Dak'Rothian's held the sorceror up againsta wall, about to tear his head off, when the Dak'Rothian paused and said "Wait - don't I know you?"

Then it all changed round. The mafia never came back. And the sorceror spent vast amounts of money regularly going for "quick drinks" with his new friends.
 

Greetings!

LOL! Russ! That's a hoot!:) Really now? I suppose "brilliant minds think alike" heh? Do you still run that campaign? It sounds fun!

Semper Fidelis,

SHARK
 


Seriously, SHARK, you should begin writting a monthly e-zine called SHARK's monthly notebooks and sell it at RPG.now. I would buy it. In fact, I would subscribe to it.

Yeah, someone really should publish SHARK's monsters... ;)
 

Greetings!

Indeed mmadsen! Indeed!:)

Horacio, there may be some very cool things in the pipeline that you will like!:)

Semper Fidelis,

SHARK
 


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