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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.