Be Warned:
Do not allow a minotaur PC in your game unless both you and the player have a mututual understanding of minitaur abilities and limitations. Both myself and a fellow DM have had problems with Minotaur PCs (same player, different characters).
Make sure you understand:
are you playing Monster Manual, Dragonlance, or Book of Monsterous Humaniods Minotaur? They are different. Resist any temptation to mix them.
What are the direction sence/anti maze abilites of this PC? In general, they do NOT have a "sence heading" or "Detect north" ablitiy; They have a 1 shot, odd ball resistance to the "Maze" spell; They cannot "get lost" in a maze, meaning their own maze and they know when they cross a path they have already seen, BUT they DO NOT automatically know the fastest way out of a maze that they have not explored compleatly AND can get just as confused by revolving rooms, teleporting rooms, and moving walls as anybody else. (I let him have the direction sence, clued him into the revolving room, and he was still a cry baby rules lawyer).
Make sure you understand the scent ablity and how it interacts with shapechangers. (if you get caught with a doppleganger, just switch to a phasm on the fly).
Also, make sure you decide if he has feet or hooves. The illustrations vary and it will make a difference with magical foot wear. You may also want to decide on normal or retrograde legs.