Minotaur

SpeciesMPMMp. 272014
Ability
choose 1 of ; choose 1 of
Speed
30 ft.
Languages
common

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 can 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

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Raw data
{
  "name": "Minotaur",
  "page": 27,
  "size": [
    "M"
  ],
  "speed": 30,
  "__prop": "race",
  "source": "MPMM",
  "ability": [
    {
      "choose": {
        "weighted": {
          "from": [
            "str",
            "dex",
            "con",
            "int",
            "wis",
            "cha"
          ],
          "weights": [
            2,
            1
          ]
        }
      }
    },
    {
      "choose": {
        "weighted": {
          "from": [
            "str",
            "dex",
            "con",
            "int",
            "wis",
            "cha"
          ],
          "weights": [
            1,
            1,
            1
          ]
        }
      }
    }
  ],
  "entries": [
    {
      "name": "Horns",
      "type": "entries",
      "entries": [
        "You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike."
      ]
    },
    {
      "name": "Goring Rush",
      "type": "entries",
      "entries": [
        "Immediately after you take the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action."
      ]
    },
    {
      "name": "Hammering Horns",
      "type": "entries",
      "entries": [
        "Immediately after you hit a creature with a melee attack as part of the {@action 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 can push it up to 10 feet away from you."
      ]
    },
    {
      "name": "Labyrinthine Recall",
      "type": "entries",
      "entries": [
        "You always know which direction is north, and you have advantage on any Wisdom ({@skill Survival}) check you make to navigate or track."
      ]
    },
    {
      "name": "Languages",
      "type": "entries",
      "entries": [
        "You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character."
      ]
    }
  ],
  "lineage": "VRGR",
  "hasFluff": true,
  "soundClip": {
    "path": "races/minotaur.opus",
    "type": "internal"
  },
  "traitTags": [
    "Natural Weapon"
  ],
  "hasFluffImages": true,
  "languageProficiencies": [
    {
      "common": true,
      "anyStandard": 1
    }
  ]
}