My standard forest Minotaur, a creature often found lurking around abandoned temples or other sites. Unlike their labyrinth kin, they are less likely to attack strangers or even get involved, they would rather stay in the background.
Ferrasil - Forest Minotaur
N Medium Humanoid
Init +0 Senses Perception +5
AC 15 touch 13, flat-footed 15 (+2 natural)
hp 11 hp (2d8+2 con)
Fort +4, Ref +0, Will +0
Speed 30 ft.
Melee Heavy Axe +5 (1d8+5) or Horns +4 (1d4+3)
Special Attack: Horn Charge +6 (2d4+3 or double base horn damage) usable with a 20 ft dash
Abilities: Scent
Str 16, Dex 10, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2 CMB +4 CMD 14
Feats Improved Charge (Double damage with horns)
Skills +3 Climb, +4 Handle Animal , +4 Survival, +5 Perception
Environment: Any forest
Organization: Solitary or pair of cluster (4-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Kin of the standard Minotaur, these neutral aligned hermits inhabit dark corners of great forests. These broad humanoids are comparable in size and build to an orc warrior in their youth with bull ears, short horns, and neatly combed green fur that covers their entire body except for their face, hands and hooves. They grow in size and brute strength as they age, especially their horns which eventually grow to be more than four feet high. Like all Nyssian Minotaurs, Ferrasil is a male species, with no female Minotaurs they must mate with other species to birth their young. Male offspring are Minotaurs 90% of the time, females are always of the mother's species.
Some believe the Ferrasil are less intelligent than their standard kin, this is untrue as they just prefer to observe opponents over confrontation until absolutely necessary. Their preferred companions are druids, followed by rangers or faerie. Although they can speak Minotaur, their usual response to any question is a snort; fortunately friends usually learn what any given snort means: yes, no, or leave me alone. They learn Elven, Faerie or Phaetox languages in that order.
Ferrasil are neutral on their interactions with many other races, caring little what other creatures do unless it directly interferes with the forest. They don't share territory with the labyrinth delving kind or other horn-kin, so they leave well enough alone. They generally don't get along with elves or small, talkative races, but as long as they keep their hands and voices to themselves, the Ferrasil won't do anything to them. They actively dislike dwarves, but they also rarely interact. For most others, it depends on why they are in the forest and if they intend to harm the land or its inhabitants.
Combat
Ferrasil usually fight with great axes, maces or spears but only if there is no other alternative, They usually charge with their horns as their primary gambit, then bash the foe down.
Character Adjustments
+2 constitution; +2 Strength
+2 racial bonus to Survival and Perception checks
Racial Hit Dice: 2d8; Attack Bonus, skill points and saving throws as Fighter for NPCs
Natural Attack: Horns 1d4+2 dmg 1st - 2nd level
Horns 1d6+4 dmg 3rd - 5th level
Horns 1d8+5 dmg 6th - 9th level, Large Size, +2 on strength and constitution scores
Horns 1d10+6 dmg 10th- 14th level
Horns 1d12+8 dmg 15th + level
Horn Charge inflicts double base horn damage when charging
The additional strength damage is inflicted regardless of their actual strength score. It is not further affected if they are given enhancing or weakening magic.
Preferred Classes: Barbarian, Fighter, Ranger, Rogue
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