When the gods first made the world, according to religious sages, concessions were first made with the Primordials before the Dawn War. Some of these concessions were the half-way races like the pegassus or the centaurs. Beloved most of all by the Primordials were the Minotaurs.
Since the end of the Dawn War, minotaurs have been a skulking presence in the world but have never been able to gather numbers to make much of a difference as a full-fledged humanoid race (they traditionally were allied with hobgoblins and orcs). Their servitude to the demon lord Baphomet has made them ill-fit for the society of anything but the most vile of creatures. In general, the stock of minotaurs, as it is divided in caste, has also made them ill-suited to anything but violence. Most humans consider minotaurs to be beasts of evil and chaos…and in most cases this is true.
However, a century and a half ago, the exalted Deva Oolawn Pife, in his nautical travels encountered Minotaurs as sailors who had escaped the curse of their demon lord and had exiled themselves to the chain of islands known as the Isperades. There they had become accomplished sailers and began a trading relationship with Gunsany across inhospitable waters of the Tarrenlith Sea. Oolan Pife was able to reconcile the minotaurs to Melora and since that time, the minotaurs of the Isperades have been become friendly to the civilized races of Allusia.
In general, minotaurs are considered dumb brutes by all those except those who have fought against armies that have included minotaurs as sergeants and lieutenants. Thus, most people look upon minotaurs the way that one might look upon a bear. A minotaur who is part of an adventuring group is probably greeted as a kind of trained animal: so long as there’s a sturdy leash everything’s okay.
The exception to this are the Dragonborn who have operated side-by-side with minotaurs in the past in the sacred lands of Axixiochicks. They, alone, among the races are accustomed to think of minotaurs in terms of the higher castes. Unfortunately, they’re also the most likely to think of minotaurs as demon worshippers.
Playing a minotaur means playing a creature that no one outside of your immediate group will probably recognize as having more than animal intelligence. Without an escort, you will be considered a hostile force. Commoners will expect that you be kept in irons. You will not be allowed into shops or homes. Occasionally, a sage or priest may recognize your capabilities, but the average person won’t feel comfortable with you sleeping inside their village unless a cage is involved.
Minotaurs as Player Characters in 1e.
The race of minotaurs typically dwells in jungle regions or in ancient ruins. For details of the race in general the reader is referred to ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL. Player character Minotaurs are considered part of the race’s higher caste.
A character of the minotaur race can be a fighter (of unlimited maximum level), a ranger (maximum 8th level), or a thief (maximum 5th level). It is also possible for a Minotaur character to opt to work simultaneously in the fighter and thief classes; in the latter event the minotaur will be limited to the armor permitted a thief when performing any functions of that class. Experience will always be divided between the two classes also, even though the minotaur may no longer advance upwards in fighting ability level.
Because of their very nature, minotaurs are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% points of constitution ability. Thus, if a minotaur had a constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 constitution the bonus would be +4, and at 18 constitution the bonus would be the maximum normally possible, +5.
Similarly, minotaurs have exceptional constitutional strength with regard to toxic substances, ingested or injected. Therefore, all minotaur characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.
All minotaurs are able to speak the following languages: minotaur, dragonborn, kobold, ogre, and orcish; in addition, minotaur characters are able to speak the “common tongue” of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability.
Minotaurs are able to see radiation in the infra-red spectrum, so they can see up to 60’ in the dark noting varying degrees of heat radiation. This ability is known as “infravision”. Minotaurs also have an innate ability to figure out three dimensional puzzles and mazes. They have the following abilities
Determine exact direction 75% of the time.
Determine shortest route to a known location within 500’ 75% of the time
Determine likely route to an unknown location within 100’ 25% of the time
Track by scent 50%.
Detect shifting walls or rooms within 10’ (when looked for) 50% of the time
In melee combat (see COMBAT), minotaurs add 2 to their dice rolls when charging. They may also choose to gore opponents for 2d8 damage instead of attacking with a weapon. A minotaur may charge twice a turn instead of once.
As has already been noted, minotaur characters get a bonus of 1 added to their initial constitution and Strength abilities, and a penalty of 1 on their wisdom and -2 on their charisma scores due to racial characteristics. A minotaur character must have a minimum strength of 14 and a minimum constitution of 12.