Minotaurs

Minotaurs, sometimes called aurochi by coastals, are the purest creations of Angmar who were originally created long before the First Demon War. When Angmar was yet to be consumed by hatred and anger, he was known to be harsh but one who cared greatly for his own creations. Thus, the minotaurs were modeled after his sacred animal and were made to be strong, noble and tyrannical. They could challenge most other mortal pawns of other Gods by sheer strength and aggressiveness, and Angmar ruled his lands through them with an iron fist. After the First Demon War had been fought and Angmar banished, many minotaurs went with him and they eventually transformed into demons, devils and other twisted beings of today. Miraculously, some minotaurs were able to hide from the eyes of the Gods by descending into deep underground tunnels and labyrinths where no light could reach them. Legend says that the rest of the minotaurs were adopted by Maleem and taken to distant lands beyond the continent of Énelya, across the great southern sea.

After the Gods had lost most of their power, more and more minotaurs have been appearing above ground in the southern kingdoms. A large portion of them also resides in their old holdings within the Wildlands of Angmar. Most have become bitter and full of anger, much like their father whom they still worship along with his various Xal-Nuie. Others have attempted to cleanse themselves of Angmar and try to live more peacefully. These good-natured minotaurs are few and far between and when they do appear on occasion, they are swiftly struck down because of their association with evil.

## Physical description

Minotaurs are divided into two distinct subspecies; bulls and runts. Bulls are large and brutish, while runts are smaller and less monstrous. Bulls are seen as the original minotaurs, while runts came to be because of long periods spent hiding in darkness and places where a smaller stature proved to be more useful. Bulls are usually around 450 centimeters tall with small variation in either direction and weigh around 750 to 850 kilograms. Runts instead grow up to 220 centimeters tall and weigh about 150 kilograms. Both subspecies appear very similar, except that bulls have larger horns, bigger muscles and thicker manes. Runts have better posture and fit in well with most other bestial humanoids. The fur colors of minotaurs have little variation, with brown being the most prominent and black and white being rare. Their eyes lack visible pupils and are usually either red or white. Nose rings are seen on both subspecies and they have been in fashion since their creation. Various other ring piercings are liked by them as well.

Minotaurs are known to mate quite sporadically, but some may form life-long bonds with a chosen partner. Bulls are less concerned with romance and taking care of their young, as their children grow much faster and become strong at a younger age. Bulls reach their natural size within 6 years, but are considered fully mature at the age of 10. Runts are more akin to traditional humanoid races and their young do not become fully grown until the age of 12 and reach maturity at the age of 17. Bulls have natural lifespans of around 250 to 300 years and runts do not usually live past the age of 200. There have been rumors of ancient bulls whose lives reach all the way back to the First Demon War; these rumors are most prominent around the Wildlands of Angmar and the Shattered Kingdoms, though they remain unconfirmed.

## Society

The first of the minotaurs were beings shaped and blessed by Angmar and they ruled vast kingdoms and commanded armies rivaling those of the Children of Enely. Present day minotaurs however have become solitary and wander without purpose, mentally blinded by the imprisonment of their father and creator. They still suffer the hate of elves, humans and dwarves and so it is not in their best interest to try and unify; this would only lead to their extinction at the hands of the large and powerful southern kingdoms. Perhaps some smaller minotaur kingdoms still lie deep beneath the ground. Other than that, the rumored adoptees of Maleem that supposedly sailed south and disappeared have not been seen since.

## Rules

**Note:** Playing as a minotaur, especially a bull, is extremely dangerous. You will be discriminated against by nearly all civilized races and you will be attacked without provocation and killed out of spite. Before choosing to play this race, consult your GM.

### Minotaur, bull

* **Ability Score Modifiers:** Bulls have renowned strength and durability, but their speed and mental abilities leave much to be desired. They gain +4 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence and -2 Charisma.
* **Size:** Large, tall (Minotaur bulls gain a -1 penalty to their AC, a -1 penalty on attack rolls, a +1 size bonus to their CMB and CMD, a -4 penalty on Stealth checks and a -2 penalty on Fly checks.)
* **Type:** Monstrous humanoid, minotaur
* **Base speed:** 30 feet
* **Languages:** Minotaur bulls begin play speaking Giant and either Abyssal or Infernal. Minotaur bulls with high Intelligence scores can choose from the following; Common, Orc, Gnoll, Goblin and Undercommon.

* **Thickest Mane:** Minotaur bulls gain a +2 natural armor bonus to their AC.
* **Center of Attention:** Minotaur bulls gain a -2 racial penalty on Bluff, Disguise, Sleight of Hand and Stealth checks.
* **Child of Angmar:** Minotaur bulls gain a +2 racial bonus on Intimidate checks.
* **Horns:** Minotaur bulls gain a natural gore attack that deals 1d8 points of piercing damage as a primary attack (or a secondary attack, if the minotaur bull uses a weapon).
* **Charging Bull:** Whenever a minotaur bull uses the charge action, they may also make a free gore attack against the target of their charge.
* **Ancient Enemy:** Minotaur bulls gain a +1 racial bonus on attack rolls against humanoid creatures of the elf, human and dwarven subtypes. In addition, they gain a +1 racial bonus on saving throws against the spells and spell-like abilities of these subtypes.
* **Weapon Familiarity:** Minotaur bulls are proficient with great axes and gauntlets (including spiked gauntlets), and treat any weapon with the word "minotaur" in its name as a martial weapon.
* **Darkvision:** Minotaur bulls can see perfectly in the dark up to 60 feet.

#### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Bullrush:** Instead of dealing damage directly, some minotaur bulls utilize their horns to fling their enemies. Minotaur bulls with this racial trait gain *Improved Bullrush* as a bonus feat. In addition, they gain a +2 racial bonus on combat maneuver checks made to bullrush and a +2 racial bonus on their CMD against bullrush attempts. This racial trait replaces Charging Bull.
* **Sensitive Nose:** Minotaur bulls more accustomed to life on the surface sometimes develop an interest in tracking their foes. Minotaur bulls with this racial trait gain the scent ability. This racial trait replaces Darkvision.

### Minotaur, runt

* **Ability Score Modifiers:** Runts may not be as strong as their bull brethren, but they have greater natural cunning. They gain +2 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity and -2 Charisma.
* **Size:** Medium
* **Type:** Humanoid, minotaur
* **Base speed:** 30 feet
* **Languages:** Minotaur runts begin play speaking Giant, Common and either Abyssal or Infernal. Minotaur runts with high Intelligence scores can choose from the following; Halfling, Sherdanian, Elven, Dwarven, Orc, Gnoll, Goblin and Undercommon.

* **Lesser Mane:** Minotaur runts gain a +1 natural armor bonus to their AC.
* **Child of Angmar:** Minotaur runts gain a +2 racial bonus on Intimidate checks.
* **Horns:** Minotaur runts gain a natural gore attack that deals 1d6 points of piercing damage as a primary attack (or a secondary attack, if the minotaur runt uses a weapon).
* **Cunning:** Minotaur runts gain a +2 racial bonus on saving throws against mind-affecting effects, and effects that would physically trap them, such as *Forcecage* or *Imprison*. In addition, they gain a +2 racial bonus to Intelligence checks to make their way through labyrinths or maze effects.
* **Ancient Enemy:** Minotaur runts gain a +1 racial bonus on attack rolls against humanoid creatures of the elf, human and dwarf subtypes. In addition, they gain a +1 racial bonus on saving throws against the spells and spell-like abilities of these subtypes.
* **Weapon Familiarity:** Minotaur runts are proficient with great axes and gauntlets (including spiked gauntlets), and treat any weapon with the word "minotaur" in its name as a martial weapon.
* **Darkvision:** Minotaur runts can see perfectly in the dark up to 60 feet.

#### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Freeminded:** The sins of your race still haunt you, but you have decided to make an effort in bettering yourself. Minotaur runts with this racial trait remove their -2 penalty to Charisma. This racial trait replaces Child of Angmar and Ancient Enemy.

## Minotaur Racial Feats

* **Collateral Charge**

*Whenever you charge, no one in your path feels safe.*

**Prerequisite:** Minotaur, Charging Bull racial trait, Str 17, Improved Overrun, Power Attack, Charge Through, base attack bonus +3.

**Benefit:** Whenever you charge with Charging Bull, you can make your free gore attack against any target within reach at any point during your charge. In addition, this attack is considered to be a primary natural attack, even if you are using a manufactured weapon.

* **Powerful Charge**

*Your horns benefit greatly from momentum.*

**Prerequisite:** Minotaur, Charging Bull racial trait, Str 19, Improved Overrun, Power Attack, Charge Through, Collateral Charge, base attack bonus +5.

**Benefit:** When using the charge action, the damage dice of your gore attack is increased by two steps and you gain a +2 circumstance bonus on your attack and damage rolls.

* **Greatest Cunning**

*You are among the most cunning of your race and cannot be so easily tricked.*

**Prerequisite:** Minotaur, Wis 15, character level 5th.

**Benefit:** You gain immunity to maze effects and can never become lost, and you are never caught flat-footed. In addition, you gain a +2 bonus on saving throws against mind-affecting effects.

* **Retribution of the World Breaker**

*You have been blessed with many magical powers with which you can achieve retribution in the name of Angmar.*

**Prerequisite:** Minotaur, Str 19, character level 5th, religion requirement.

**Benefit:** You can use *Bull's Strength*, *Enlarge Person*, or *Shatter* twice per day as a spell-like ability. You cannot use the same spell-like ability more than once per day. If you choose to use *Bull's Strength* or *Enlarge Person*, you can only target yourself. The save DC for *Shatter* is Strength-based.

* **Precision Bolts**

*By taking care with your aim, you can provide deadly accuracy to your double crossbow.*

**Prerequisite:** Minotaur, Dex 15, Point-Blank Shot, Precise Shot, Weapon Focus with minotaur double crossbow, base attack bonus +5.

**Benefit:** When wielding a minotaur double crossbow that is fully loaded, as a move action, you can apply critical hits and precision-based damage to both bolts until the end of your turn.

* **Rough Reloader**

*Sometimes you just don't have the time to reload your double crossbow perfectly.*

**Prerequisite:** Minotaur, Str 15, Dex 13, Point-Blank Shot, Rapid Reload, Rapid Shot, Crossbow Mastery, base attack bonus +7.

**Benefit:** When wielding a minotaur double crossbow that is not reloaded, as a swift action, you can reload two bolts by roughly punching them in. After resolving your next attack, the minotaur double crossbow takes damage equal to half its hit points + 1 and gains the broken condition. If it already has the broken condition, it is destroyed instead.

* **Improved Rough Reloader**

*After countless sloppy reloads, you have finally gotten the hang of it.*

**Prerequisite:** Minotaur, Str 17, Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot, Crossbow Mastery, Rough Reloader, base attack bonus +9.

**Benefit:** When using Rough Reloader, your minotaur double crossbow no longer takes damage or gains the broken condition, and it cannot be destroyed by using Rough Reloader.

* **Eclipse Thrower**

*You know how to spin an eclipse axe to get some extra range out of it.*

**Prerequisite:** Minotaur, Str 19, Weapon Focus with eclipse axe, Distance Thrower, Two-Handed Thrower, base attack bonus +5.

**Benefit:** Any eclipse axe wielded by you gains a range increment of 10 feet.

## Minotaur Weapons

#### Double crossbow, minotaur

**Cost:** 400 gp **Weight:** 20 lbs. (bull version), 10 lbs. (runt version)
**Damage:** 1d10 (small), 1d12 (medium), 2d8 (large) **Critical:** 19-20/x2 **Type:** piercing
**Range Increment:**  80 ft. (projectile)
**Category:** ranged  **Proficiency:** exotic
**Weapon Group:** crossbow
*Minotaurs have long perfected the art of the double crossbow, and their models are among the strongest in the realm. Extremely rare and sought after, it is said that minotaurs originally chose the double crossbow as their favored weapon because the two bolts matched together with their two horns, supposedly bringing them luck.*
You take a -6 penalty on attacks with a minotaur double crossbow if you are not proficient with it, and a -2 penalty even if you are proficient. When making a successful attack with a fully loaded minotaur double crossbow, the target takes the listed damage twice, although critical hits and precision-based damage are only applied to one of the bolts.
Reloading a minotaur double crossbow takes 2 standard actions (one for each bolt) and the Rapid Reload feat reduces this to 2 move actions. Crossbow Mastery allows you to reload both bolts as a move action, or a single bolt as a free action (which changes to a move action if you try to reload the second bolt; this still allows you to perform a full attack action with a minotaur double crossbow by firing single bolts).
**Special:** Minotaur double crossbows can come in heavier variants which use reload mechanisms capable of utilizing the user's high strength to reach a stronger draw weight. A minotaur double crossbow can be made with a high Strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the minotaur double crossbow. Each point of Strength bonus granted by the minotaur double crossbow adds 200 gp to its cost and +10% to its weight. If your Strength bonus is lower than the Strength rating of the minotaur double crossbow, its reload time is increased by one step for each point you lack (free action < move action < standard action < full-round action) and you take an additional -2 penalty on attack rolls with it.

#### Eclipse axe, minotaur

**Cost:** 120 gp **Weight:** 40 lbs. (bull version), 20 lbs. (runt version)
**Damage:** 1d12 (small), 2d8 (medium), 3d8 (large) **Critical:** x3 **Type:** slashing
**Category:** two-handed  **Proficiency:** exotic
**Weapon Group:** axes
**Special:** blocking
*The blade of this axe resembles the shape of a full moon with a distinctive hole on one side which is sometimes used to mount rings and other cosmetic upgrades. In the hands of a skilled user, the large surface area of the blade can be used both offensively and defensively.*
You need a minimum of 19 Strength (21 Strength if you are large, 17 Strength if you are small) in order to wield this weapon properly and suffer a -2 penalty on attack rolls with it if you do not meet the requirements.
## Minotaur Equipment

#### Metallic horns, minotaur

Through an arduous and time-consuming process known as horn casting, minotaurs can upgrade their horns with special materials. Their horns count as light metal weapons when determining which materials are applicable and how much they cost. A minotaur bull's horns cost twice the listed price. The horns of a minotaur bull weigh 10 pounds and the horns of a minotaur runt weigh 5 pounds.

The time required to cast the horns is relative to the material cost, with every 1000 gp equating to 1 day of work. Each horn can be made of a separate material in order to gain the properties of two different special materials, but there is no reduction in cost or time when casting only one horn.

## Racial Archetypes

**Note:** This archetype is largely unfinished. Many of its abilities are placeholders and rough ideas and they are subject to change.

### Ragebull

The ragebull is an archetype of the barbarian class, available to minotaur barbarians.

*Years of shaming and disgrace after the First Demon War has not brought much happiness to the minotaurs. The ragebulls have taken their hatred to the extreme and now combine their horns with monstrous strength to crush all that have judged them.*

* **Weapon and Armor Proficiency**

A ragebull is proficient with all simple weapons, light armor, and medium armor.

This alters the barbarian’s weapon and armor proficiency.

* **Rage of the Bull (Ex)**

Whenever a ragebull uses the charge action, they gain a 10-foot bonus to their base speed. In addition, the damage dice of their gore attack is increased by two steps when using the charge action.

This ability replaces fast movement.

* **Ever-growing Horns (Ex)**

At 2nd level, the horns of a ragebull visibly grow in size. They are considered to be one step larger in size for the purposes of making gore attacks. Ragebulls do not receive any additional penalties from using oversized horns. At 7th level and 13th level, the size of their horns is increased by one additional step, up to a maximum size of Colossal.

This ability replaces uncanny dodge and improved uncanny dodge.

* **Overwhelming Fury (Ex)**

At 3rd level, when combat begins, instead of rolling for initiative, a ragebull can begin raging and perform a charge action before the first round of combat by expending 5 daily uses of their rage class ability. After resolving this action, they are placed last in the initiative order. When their turn comes, they are staggered for 1 round.

This ability replaces trap sense.

### New Rage Powers

* **Auroch Totem, Lesser (Ex)**

**Prerequisite(s):** Ragebull 2

**Benefit(s):** For every 20 feet that you move on a charge, you gain a +1 circumstance bonus on your next attack and damage roll.

* **Auroch Totem (Ex)**

**Prerequisite(s):** Ragebull 6, lesser auroch totem

**Benefit(s):** Whenever you successfully hit an enemy on a charge, you gain 1d8 temporary hit points, but this cannot give you more than your maximum number of temporary hit points gained from rage.

* **Auroch Totem, Greater (Ex)**

**Prerequisite(s):** Ragebull 10, lesser auroch totem, auroch totem

**Benefit(s):** You ignore difficult terrain while charging and you can charge adjacent enemies. If you spend all of your available movement on a charge, the attack roll performed at the end of your charge is automatically a critical threat. In addition, the amount of temporary hit points that you gain from successfully hitting an enemy on a charge is increased to 1d12.