Mordenkainen Presents: Monsters of the Multiverse
I've wielded every weapon man and dwarf have invented, but nothing compares to these.
— Elak, minotaur gladiator of Thay, talking about his horns.
The minotaurs are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.
¶ Horns and Hooves
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.
Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but some minotaurs have their tails docked as part of a coming-of-age ceremony; such minotaurs tend to find heavy armor much more comfortable without a long tail in the way.
¶ Strength and Zeal
Minotaurs are zealous and love battle. They tend to vent their outrage through violence, but they aren’t generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
- Age. Minotaurs mature and age at about the same rate as humans.
- Alignment. Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
- Creature Type. You are a Humanoid.
- Size. You are Medium.
- Speed. Your walking speed is 30 feet.
- Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
- Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
- Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
- Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.