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Ghost in the Shell

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* Descent

Descent
Into
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{Drow Campaign}

Zartenoth:
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{d20 High Fantasy}

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Site Title

Minotaurs are strong, fiercely territorial creatures often found in vast underground labyrinths. A minotaur's natural cunning and feral instincts enable it to find it's way easily through even the most confusing tunnel complexes--an ability it puts to great use in hunting, tormenting, and ultimately destroying intruders.
A minotaur looks very much like a powerfully muscled human with the head of a bull, standing well over 7 feet tall and covered in shaggy fur. The dark eyes of these beasts gleam with savage fury.

Racial Abilities:

  • Ability Score Modifiers:
    +9 Strength, +5 Constitution, -3 Intelligence, -2 Charisma

  • Natural Armor:
    Minotaurs gain a +4 natural armor bonus to AC.

  • Charge (Ex):
    A minotaur typically begins a battle by charging at an opponent, lowering it's head to bring its might horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 + Strength modifier damage.

  • Natural Cunning (Ex):
    Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Furthermore, they are never caught flat-footed.

  • Skills:
    Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.

Size: Large

Base Speed: 30 feet.

Automatic Lanugages: Common, Giant, Home Region
Bonus Languages: Any

Page Last Updated Feburary 23rd, 2005

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