Minotaurs
Minotaurs consider the labyrinth not a prison, but a sacred symbol that shows that the right decision is not just a single straight path. The law, maritime and city plan of the Labyrinth Ports are shaped by this understanding.
Canonical record
Minotaurs of the Labyrinth Ports emphasize navigation, mathematics, law, and indirect speech. The labyrinth is not a prison, but a sacred symbol that shows that there is no single right path.
Responding directly to a disagreement can be considered impulsive decision-making. City roads serve as both defense and memory; each turn is associated with an old case or sea expedition.
Minotaur Labyrinth Captain
Medium humanoid (Minotaur), any disposition
Defense 16 (marine armor)
Hit Points 85 (10d8 + 40)
Speed 9 m.
Saves Strength +7, Cog +5
Skills Athletics +7, Perception +5, Navigation +6, Insight +5
Senses passive Perception 15
Languages Common Tongue, Minotaur
Threat 5 · Experience Award 1,800 • Proficiency Bonus +3
Features
Labyrinth Memory. The captain remembers a route perfectly and does not get lost in non-magical mazes.
Sea Leg. Has an advantage against being knocked down on a ship or moving platform.
Attack. If the horn hits after at least 20 feet of straight movement, it deals 7 (2d6) additional piercing damage.
Actions
Multi Attack. The captain makes two attacks with his sea axe.
Sea Axe. Melee Weapon Attack: +7 to hit, range 1.5 m., one target. Hit: 10 (1d12 + 4) slashing damage.
Horn. Melee Weapon Attack: +7 to hit, range 1.5 m., one target. Hit: 9 (1d10 + 4) piercing damage.
Wrong Turn (Recharge 5–6). Enemies within 30 feet make a GM 13 Wisdom save. Those who fail move 3 meters in the direction chosen by the Captain at the beginning of their next turn and cannot use reactions.