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Peoples · Coasts of Odraka

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.

POWER 19 (+4)
ENGLISH 13 (+1)
DAY 18 (+4)
ZEK 14 (+2)
COMP 15 (+2)
SNOW 14 (+2)

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.