The first half-minotaurs were the result of magically joining minotaurs with humans. Created many centuries ago as slaves to a powerful and evil sorcerer, the half-minotaurs have multiplied, and thrived in a remote mountain range, even creating a small nation of their kind among the native stones. Because of this magical union of human and minotaur, half-minotaurs are less powerful, but more clever and rational than their brutal, erratic cousins, making them fearsome foes indeed. They have a highly developed culture based upon their militant nature. Warriors hold the most prominent positions in their society, while priests and arcane spellcasters also hold positions of high standing. The half-minotaurs are a nation of strong-willed warriors with a reputation of being great military tacticians, metalsmiths, and respectable arms dealers throughout the region.

Physical Description: Half-minotuars possess the large, powerful physiques of their kin, but are smaller in stature, standing about 7 feet tall. They have the characteristic bovine heads and great horns of the race, a lust for battle, but are far more intelligent and disciplined than normal minotaurs. Their fur ranges in color from black, dark brown, tan, and gray, to light brown, rust, and white. Their eyes are typically brown, though blue or green do occasionally occur. Half-minotaurs favor sturdy clothes of simple design.

Society: Half-minotaurs construct vast cities of stone with near impenetrable defenses; high walls, tall towers, and such. They are ruled by their leader, the Horned Emperor, with an assembly of clan lords called the High Council who serve as both the war and political council. Individual clan lords speak for their clans and function as military officers during times of war. Half-minotaurs are trained from youth to wield a weapon with devastating effect. As warriors they display strength, discipline, and place their personal honor and the honor of their clans above all things, save the good of the empire. Warriors are held in greater esteem, for they live by the sword, and daily put their lives on the line to protect them.

Relations: Half-minotaurs are loyal, honor bound, and readily fight to defend the freedom of their people. They have an affinity for war, but unlike other races they refer to use their military might in defense of their way of life. Half-minotaurs prefer the company of humans and dwarves, for they share many of the same characteristics with these two races. They respect the strength of half-orcs, and their ability to survive in the face of ongoing challenges, while halflings and gnomes are viewed with grudging acceptance for their cleverness and stealth. Elves and half-elves are but weak and fragile creatures in their eyes, and are required to prove themselves as worthy foes or allies. Above all else, half-minotaurs abhor creatures of the lower planes, including those tainted by their blood, and will outright seek to destroy them.

Alignment and Religion: Half-minotaurs tend to be lawful neutral. However, due to their history, they possess a deep seeded hatred for demons and their ilk, and will often seek their destruction at every turn. Therefore, they seldom associate with dark powers or dabble in fell magic, preferring the path of the sorcerer or magus if one is drawn to the arcane arts. The people hold religious leaders in high regard. Those who gravitate to a life of piety typically worship deities of war, strength, honor, discipline, and justice.

Adventurers: Militant by nature, most half-minotaurs are warriors, favoring heavy blades or axes, plate armor, and heavy metal shields of superior quality, often crafted by their own metalworkers. Due to their militant lifestyle, most half-minotuars are stern, rigid, and obstinate, and tend to lack a sense of humor. However, there are fiercely loyal to friends, family, and their people, and deem such dependability as a necessary component in upholding their code of personal honor. Since they stringently adhere to this code, they detest slavery of any kind, and will gives their lives to uphold the freedom of anyone, friend or foe. Half-minotaurs prefer classes that exude strength, discipline, and honor. Such classes include the fighter and cavalier, while those that focus on battle magic favor the magus.

Male Names: Arak, Gornath, Harothir, Kauthak, Kolkan, Korr, Oruin, Orinoru, Therak, Valoroc, Vraxis.
Female Names: Anarm, Elaural, Iaranol, Imokaul, Kauren, Melanet, Nangala, Tilgal, Vandula.

Half-Minotaur Racial Traits (Advanced 19 RP)
  • Type: Monstrous humanoid. (3 RP)
  • Ability Score Racial Traits: Half-minotaurs are physically strong and tough, but their minotaur heritage hinders their intelligence. They gain +4 Strength, +2 Constitution, and –2 Intelligence. (standard + advanced constitution 4 RP)
  • Medium: Half-minotaurs are Medium creatures, and have no bonuses or penalties due to their size. (0 RP)
  • Normal Speed: Half-minotaurs have a base speed of 30 feet. (0 RP)
  • Darkvision: Half-minotaurs can see in the dark up to 60 feet. (monstrous humanoid – RP)
  • Gore: Half-minotaurs may gore with their horns inflicting 1d6 points of damage + half their Strength modifier. (1 RP)
  • Militant Mind: Half-minotaurs receive a +2 racial bonus to Intimidate skill checks. (2 RP)
  • Monster Feats: Half-minotaurs can choose from the Awesome Blow, Impaling Charge, Improved Natural Armor, Improved Natural Attack, and Minotaur’s Charge monster feats when selecting a feat gained through normal advancement or as part of the bonus feat class feature. They must meet the prerequisites of any feat they choose. (0 RP)
  • Natural Armor: Half-minotaurs have tough hide which provides a +1 natural armor bonus. (2 RP)
  • Powerful Build: The physical stature of half-minotaurs lets them function in many ways as if they were one size category larger. Whenever a half-minotaur is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-minotaur is treated as one size larger if doing so is advantageous to him. A half-minotaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-minotaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (3 RP)
  • Powerful Charge: Half-minotaurs may charge an enemy for 2d6 points + 1 1/2 its Strength modifier. (2 RP)
  • Weapon Familiarity: Half-minotaurs are proficient with greataxes, greatclubs, and greatswords, and treat any weapon with the word “minotaur” in its name as a martial weapon. (2 RP)
  • Languages: Half-minotaurs begin play speaking Common and Giant. Half-minotaurs with high Intelligence scores can choose any of the following: Draconic, Dwarven, Gnoll, Goblin, and Orc. (0 RP)