Dyranni

## The Enlightened

The minotaur of Dyrann are mystics, long since separated from their bestial kin, known to the world as beastfolk. Some say that they gained their enlightenment after the Seal went up, having been kept mad by fiends from the lower realms. This explanation, while favored by some scholars, fails to account for the ferocity and brutality of their beastfolk kin, who still act as if driven by dark and wild spirits.

Dyranni revere the Maze, an image that permeates their entire culture. The Inner Sanctum of the Horned City, the only permanent structure in their homeland, is forbidden to all except those who brave the Maze, a vast dungeon below the city. Those who pass through are allowed to enter in to the Inner City, where, the legends say, lies a vast library containing the secrets of Refuge. During the Fall, the Horned Plains where the Dyranni wander was completely spared any Thorn. The explanation is unknown - the Dyranni themselves offer none.

Outside of the Horned City, the Dyranni are wanderers, moving from place to place with the seasons. Once a year, every herd makes its way to the gates of the Horned City for a celebration which lasts three weeks – during this time, weddings are celebrated, important disputes are put to the heads of the herds, and the tribes discuss matters of importance to all.

Dyranni are forbidden to leave their homelands, unless sent out with specific purpose, or exiled, the punishment for severe crimes such as murder and blasphemy. The spirit of a minotaur who dies outside of Dyrann is cursed to wander the Maze until the Maze is destroyed – an event some Mystics say can never happen. Dyranni reach maturity at about 15, and live until they are around 60. Those who make it to their fourth score year are hailed as living ancestors, and are sent into the Inner Sanctum without having to pass through the Maze, though they are never allowed to return.

## Racial Features

**Ability Score Increases** – Strength +2, Wisdom +1

**Size** – Large. The Minotaurs of Dyrann make for imposing figures, but this causes them to be a bit inconvenient in the wider world. Armor crafted for you takes twice as long and costs twice as much to make. Ranged and light weapons are used at disadvantage unless they have been specially made for you, and versatile weapons must be used in one hand, unless specially made for you.

**Speed** – 30 ft.

**Horns** – Your unarmed strikes deal 1d6 piercing damage.

**Goring Rush** – When you take the Dash Action on your turn and travel at least 15 ft. in a straight line, you can use your bonus action to make one melee attack with your horns at the end of that distance.

**Labyrinthine Recall** – You can perfectly recall any path you have traveled.

**Menacing**. You have proficiency in the Intimidation skill.

**Hybrid Nature.** You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

**Heavy Hitters.** You deal an extra d4 damage with any melee attack (including your unarmed strike). This increases to a d6 at lvl 5, and a d8 at lvl 10.

*Note: Normally, Large creatures add an extra damage dice to any weapon damage they do. In order to keep things relatively balanced, Dyranni only add a certain die to weapon damage.*