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====Midgard Minotaurs==== The 3rd-party setting of [[Midgard]] has its own unique spin on minotaurs, as well. This statblock can be found in the Midgard Heroes Handbook, the Southlands Player's Guide, and the Tome of Heroes, identical in all three versions. ::Ability Score Increase: +2 Strength, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage. ::Charge: If you move at least 10 feet straight toward a target and hit it with a horn attack in the same turn, you deal +1d6 piercing damage and can use a bonus action to Shove the target 5 feet. You can only make a Charge attack once per turn. At 11th level, you can Shove the target up to 10 feet instead. You can only make a number of Charges per day equal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest. ::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check. The Tome of Heroes also adds two new minotaur subraces. '''Bhain Kwai''' are a race of wetlands and swamp-dwelling minotaurs with the features of water buffalo and its related species. Bhain Kwai are more peaceful in temperament, though still capable of defending themselves, and prefer small agrarian villages to large cities. The '''Boghaid''' are a race of mountain-dwelling minotaurs with the features of highland cattle and so have a very obvious Scottish Highlander theme to their civilization. Bhain Kwai: ::Ability Score Increase: +2 Constitution, +1 Strength ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage. ::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check. ::Strong Back: Your Carrying Capacity is Strength Score times 20, rather than the normal Strength Score times 15. ::Wetland Dweller: You have a Swimming Speed of 25 feet, and ignore the movement penalty caused by difficult terrain based on mud or the need to wade through waist-deep or lower water. Boghaid: ::Ability Score Increase: +2 Wisdom, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage. ::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check. ::Highlander: You suffer no environmental penalties when operating at heights of 8,000 feet or more. ::Storied Culture: You have Proficiency in one of the following Musical Instruments: Bagpipes, Drum, Horn or Shawm. ::Wooly: Your pelt is thick enough to count as a set of cold weather clothing, protecting you against cold environments. It also gives you Advantage on saving throws against spells or other effects that inflict Cold damage.
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