Tarathan Minotaurs

SHARK

First Post
Greetings!

I often like to experiment with different nuances of races and character types, and here I have a rough sketch of some good Minotaurs that live in a forest region in my campaign world. There are additional details added to the stat-block to provide an easy and quick way to add some variously detailed Minotaurs into an encounter. To wit, I hope you like them!:)

Semper Fidelis,

SHARK


Tarathan Minotaurs

Minotaur
Large Monstrous Humanoid
Hit Dice: 6d8+4 levels of Barbarian or Ranger, as appropriate. (See notes below)
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
Throwing axe
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
Throwing axe 1d8+0 Ranged
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+5
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
Climate/Terrain: Any Climate; Any Terrain except Aquatic; Tarathan Minotaurs are found in Temperate Forest/Hills/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: Often Chaotic Good
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 colour 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 colour, 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

Minotaurs of the Tarathan Forest worship the Norse pantheon. Minotaurs of the Tarathan Forest are a vigorous, barbarian culture. They have a rugged, rural existence that has fully embraced and interwoven itself with the rhythms of the natural world. Throughout Minotaur societies, Minotaurs seem to be very open to embracing different religious traditions. Some Minotaur religions are simple, while others can be quite elaborate. Minotaurs of the Tarathan Forest have developed a rich religious life, but one that recognizes the harsh environment that they live in.

Minotaur temples are often carefully crafted of great timbers, finely carved and formed with majestic peaked roofs. These temples often feature stone floors, and pillars of carved oak. Great hearths are set in stone, with shelves lining the sides. On these shelves are placed skulls of various animals, unusual creatures, and defeated enemies. Throughout the community, carved oaken totems are found, with runic inscriptions worked into them. These wooden totems often form a spiritual warning, or relate the significance or importance of the site where they are found.

Minotaurs of the Tarathan Forest, while deeply religious, have not developed a tradition of Paladins or Templars, in an organized sense. They do have groups of devout Berserkers though. Religious structure is primarily formed from Druids, and Bards. Druids form the priestly class, and serve as advisors and judges in the community. Bards serve as messengers, storytellers, and historians, as well as musicians. Troupes of Bards often lead warriors into battle with heroic poems and inspiring songs and chants. Minotaurs are often superstitious, and observe many different omens and divinations.

Minotaurs often use tattoos, and painting themselves in strange colours of paint for ritual significance is popular before going into battle, as well as participating in religious ceremonies and rituals.

Minotaurs are often buried in earthen tombs, with slaves and animals sacrificed in their honour. They are often buried with treasure and personal grave goods for their journey into Valhalla. Leaders and especially brave champions are burned upon a raised bier that has been especially decorated for the occasion. At such times, prayers and oaths are recited, and groups of women wail while Druid-priests intone ancient chants.

Culture

Minotaurs of the Tarathan Forest have organized themselves into tribes, and are often centered on a fortified town. Powerful chieftains, who also take part in voting at huge tribal councils that elect Minotaur kings, lead Minotaur tribes. The tribal chieftain controls virtually all aspects of daily life of the tribe, while kings are usually only involved with large projects, foreign diplomacy, and organizing regional defenses and large-scale military expeditions. Minotaur Kings also enforce a general unity, and negotiate inter-tribal conflicts and disagreements. Minotaur Kings, and chieftains alike, hold their positions not necessarily by might alone, though personal courage and success in war is a prime factor, but also by general wisdom and skill in leadership. Should the leader be deemed lacking significantly, then the king, or chieftain, is voted out, and a new leader is elected to the position. Yearly councils and elections are held to sort out major problems facing the tribes, as well as confirming the leadership.

Druids, Bards, chieftains and warriors are held in the highest esteem, and have great influence. Skilled craftsmen and other leaders within the community that have a track record of wisdom and skill, whether male or female, are also highly respected and admired. After a chieftain, it is from this class of warriors and professionals that usually make up important advisory positions within the community.

Slaves are usually taken from prisoners of war, and those captives taken in raids. Criminals are often sentenced to a time of slavery, usually for a specified time of servitude. Slaves are sometimes adopted within the family, and become full members of the tribe. Rebellious slaves are usually executed. While not especially favoured, criminals, slaves, and war prisoners can be tortured for various reasons.

Minotaurs have generally organized a society that values merit and personal achievement. Intelligent, resourceful, and skilled individuals are highly respected, and can enjoy not only esteem, but also broad support for their efforts.

Members of the tribe are expected to work hard and to contribute in their daily activities. Females can participate in many different professions and activities, if they demonstrate talent, but otherwise are expected to fulfill traditional roles and positions within Minotaur society. Weakness and cowardice is universally despised, and in fighting units, anyone demonstrating cowardice may be set upon by his fellows and killed.

Minotaurs love life, and enjoy wild feasts and parties. Minotaurs enjoy strong drink, and can become aggressive and belligerent when drunk. Minotaurs hold honour to be of prime importance, for everyone. Oaths are taken very seriously, and one who makes an oath is expected by everyone to fulfill it, or die trying.

Minotaur tribes of the Tarathan Forest have developed great skill in metalworking, weaving, and pottery. They are accomplished merchants, and value trade and exploration. Merchants in Minotaur tribes are not only respected, but often-wealthy individuals. Minotaurs often organize trade caravans to set forth to foreign lands and peoples in order to forge trade relationships. Groups of Minotaur merchants and colonists will often set out for foreign lands to establish trade-colonies. These trade colonies will engage in trade, as well as resource cultivation for the tribes back home.

Adventurers

Minotaur adventurers come from all walks of life, and many different circumstances. Adventurers are commonly found, heading out into the wilderness to explore, trade with other peoples, or raid and make war. Minotaurs admire boldness and daring, and explorers and warriors alike are highly respected. Throughout the different tribes, favoured classes are Barbarian or Ranger. Druids, Bards, Barbarians, and Rangers are all popular classes for adventurers. On occasion, a Sorcerer may be found from the ranks of those who have been blessed by the gods with unusual magical talent. Wizards, Paladins, and Templars, as well as more organized Clerics, are extremely unusual, if ever found. Culturally, the Minotaurs of the Tarathan Forest have not developed such classes within the society. Rogues can also be found, but with significant restrictions on skills learned, as the Minotaur culture of the Tarathan Forest have not developed the skills or cultural context for highly sophisticated, urbanized Rogues to develop.

Minotaurs tribes of the Tarathan Forest organize their fighting forces into companies the following, usually led by an experienced champion. Chieftains, High-Chieftains, and Kings lead larger forces.

Infantry
Chain mail, Large Wooden Shield; Helmet; Short spear; Battle axe or Long sword; Dagger and Throwing Axe.

Archers

Studded Leather; Composite Longbow; Quiver of 20 arrows; Hand Axe; Dagger.

Berserkers

Chain mail; Great axe or Great sword; Hand Axe; Dagger.

Minotaur forces of the Tarathan Forests can often be found in the following detail;

Green
Character Class: Barbarian or Ranger, Level 4
HD: 6d8+4d12+60 (113 hit points) for Barbarian; (109 hit points) Ranger
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 (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; (Ranger)

Standard
Character Class: Barbarian or Ranger, Level 8
HD: 6d8+8d12+84 (136 hit points) for Barbarian; (128 hit points) for Ranger
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;(Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot;(Ranger)

Veteran
Character Class: Barbarian or Ranger, Level 12
HD: 6d8+12d12+126 (204 hit points) for Barbarian; (192 hit points) for Ranger
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; Quickdraw; Endurance; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; (Ranger)

Elite
Character Class: Barbarian or Ranger, Level 16
HD: 6d8+16d12+126 (258 hit points) for Barbarian; (242 hit points) for Ranger
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; Quickdraw; Endurance; Iron Will; (Barbarian)
Feats: Great Fortitude; Power Attack; Ambidexterity; Two-Weapon Fighting; Track; Combat Reflexes; Point-Blank Shot; Far Shot; Alertness; Endurance; Run; (Ranger)
 

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Tres cool Shark; that's how to keep players nervous when they're in the right portions of the country. The Feral Ravager PrC from Librum Equitis 1 works quite nicely on a Minotaur too and would probably fit in fairly well with these Tarathans.
 

Greetings!

Hey Steve, thanks! When is this Libris available? That prc does sound pretty neat!:) I have long thought that different monster races can be developed far more than has usually been done. I especially like Minotaurs!:)

Semper Fidelis,

SHARK
 

Hey, what happened to the earlier thread you posted about minotaurs? It's gone. Um, okay. Well, I will say the same thing I said about that one... looks great. Neat stuff. Thank you for sharing with us. You are a credit to your people.

But... haven't you made these guys too strong? They have higher STR and CON than Frost Giants, for cripe's sake!

Oh, these are different Minotaurs... sorry. Still, my question stands.
 
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I bought Librum Equitis as a PDF from RPGNow; it's $5 I think. But there's a print version coming out shortly (like this month). Mystic Eye Games is putting that one out.

Personally I love adding classes and prestige classes to monsters (at least the ones that seem to have human-like intelligence). For instance, I'd much rather do that for all the demons than the recommended hit die advancement.
 


Greetings!

Thanks Yaun-Ti!:) To answer your question, it seems to me that as per the monster-creation rules, subtracting 10 for even stats/subtracting 11 for odd stats to determine the racial modifier, that Ogres have if I recall a +8 or +10 to strength and a +4 to Con. Now, in my view, along this line of reasoning, Minotaurs should be considerably stronger and tougher than Ogres. Thus, my friend, you have a +12 strength and +10 constitution. Also, by such calculations, an average by-the-book frost giant would have a +18 STR, and a +10 CON. Minotaurs, being 9'-10' tall, while considerably shorter than giants, are mythologically famous for incredible endurance, so that I think the CON modifer is abstractly explainable, while the STR is still considerably below that of a Frost Giant's. In my view, some stats, like CON or INT, while the actual stat may be a certain number, it's actual expression can be in different ways, if you see what I'm saying. To wit, all creatures that have an 18 INT are not necessarily intelligent in the same ways, despite having the same stat. Likewise with CON, though identicle, the reasoning behind it and it's application can be from a different point of view. If that makes any sense!:)

I'm glad that you like them!:)

Semper Fidelis,

SHARK
 



Finally, SHARK!

That's an awesome minotaur. Good job! Will you be including it in your publication?

By the way, you wouldn't happen to have any ECL +0 or +1 minotaurs handy, would ya?
 

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