Minotaur

*Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.*

CattlemanYakfolkBaavolk

## Minotaur Traits

*Ability Score Increase.* Your Strength and Wisdom scores increase by 1.

*Age.* Minotaurs reach maturity at about the same rate as humans and have similar life expectancies.

*Alignment.* Like the rest of the Beastmen, minotaurs often struggle to fight the influences of the various demonic powers that formed them. Because of this, they lean toward Chaotic and Evil alignments, but examples of minotaurs of any alignment have been observed.

*Size.* Minotaur stand well over 7 1/2 feet tall and just over 9 feet tall. They weigh anywhere from 350 to 400 pounds. Your size is Medium.

*Speed.* Your base walking speed is 30 feet.

*Horns.* Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.

*Powerful Build.* You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

*Speak with Bovids.* Through sounds and gestures, you can communicate simple ideas with sheep, goats, cattle, yaks, oxen and any other similar kind of natural beast. They can understand your meaning, but you have no special ability to understand them in return.

*Languages.* You can speak, read, and write Common and Minotaur.

*Subraces.* There are 3 subraces of Minotaur: Cattlemen, Baavolk, and Yakfolk

## Cattleman

Cattlemen have bovine features: a cattle-like head, horns, and hooves; they are the most common kind of minotaur. They roam the winding hills with unwavering recollection of any path they have traversed. Cattlemen are most often loners and wanderers and prefer to keep to themselves whenever possible. When they must interact with outsiders, they try to be quick and straight to the point so that all parties can get back to their own business as soon as possible.

*Ability Score Increase.* Your Constitution score increases by 1.

*Cattleman Training.* You are proficient in greataxes, battleaxes, and halberds, as well as the Athletics skill.

*Darkvision.* 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.

*Charge.* If you move at least 20 feet straight toward a creature and hit them with your horns, you can attempt to shove that creature as a bonus action.

*Labyrinthine Recall.* You can accurately recall any path you have travelled.

## Yakfolk

Yakfolk are more apathetic than most minotaurs; keeping to themselves but remaining in a strict, militant society where strength and victory keep the clan alive. In yakfolk societies, the young are kept with their mothers until they reach the age of 7 at which point they are sent away from their biological family and begin training to become a soldier. Rarely will the parents know if their child passes training or even recognize them if they meet after becoming a soldier.

*Ability Score Increase.* Your Charisma score increases by 1.

*Yakfolk Training.* You are proficient with light and medium armor, greatswords, and longbows.

*Language.* You can speak, read, and write Abyssal.

*Possession.* You know a special ritual to gain the ability to share your senses with a willing creature that you touch. You can spend a short rest performing this ritual, and when you complete it, you can see, hear, and smell anything that the affected creature can. You have no special control over the creature you posses, but you can communicate telepathically with them for the duration. This possession lasts for 1 hour, until the possessed creature drops to zero hit points, or until you end it as an action. While you are perceiving another creature’s senses in this manner, you are blind and deaf to your own surroundings, though you can still move and act as you normally would. Once you use this feature, you cannot do so again until you finish a long rest.

## Baavolk

Baavolk are the breed of minotaur that descended from a goat population long ago. They prefer higher altitudes than other minotaurs and live on mountains higher than even the highest yakfolk settlement where they can keep their herds far away from potential dangers.

*Ability Score Increase.* Your Wisdom score increases by 1.

*Baavolk Resilience.* You have resistance to cold damage and are acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

*Language.* You can speak, read, and write Dwarvish.

*Charge.* If you move at least 20 feet straight toward a creature and hit them with your horns, you can attempt to shove that creature as a bonus action.

*Shepherd Training.* You are proficient in quarterstaves, warhammers, heavy crossbows, and the Animal Handling skill.

*Sure-footed.* You have advantage on Strength and Dexterity checks and saving throws made to avoid being knocked prone.