Average Height: 7’1” – 7’5”
Average Weight: 320-350 lb.
Ability Scores: +2 Str, +2 Con or +2 Wis
Speed: 6 Squares
Languages: Common, Choice of one other
Skill Bonuses: +2 Nature, +2 Perception
Vitality: You have one additional healing surge.
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Goring Charge: You have the goring charge power.
|Goring Charge – Minotaur Racial Power|
|You charge the enemy and gore it with your horns.|
|Encounter – Standard Action – Melee 1|
|Effect: You charge and make the following attack in place of a melee basic attack.|
|Target: One creature. – Attack: Str, Con, or Dex + 4 (6 at 11th level and 8 at 21st level) vs AC|
|Hit: 1d6+Str, Con, or Dex modifier damage, and you knock the target prone.|
|Level 11: 1d6 + Strength, Constitution, or Dexterity modifier damage.|
|Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage.|
Minotaurs embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience, numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet. the Horned King. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise.
Playing a Minotaur
Minotaur make excellent Barbarians, Fighters and Wardens