Wednesday, December 9, 2020

Minotaurs, Part II

Not all minotaurs are alike. Though necessarily rare (as monsters should be), they can have various types of heads, mid-sections, and lower bodies, not to mention armament and special quality. The bull type is naturally the most common and it could be argued that the goat-, stag-, or ram- headed ones aren't actually minotaurs, but in fact closely related monsters (minohircs, minocervs, etc.) or even that not all of the bull-headed ones are Minoan anyway. What is more, some are more bestial, gaining additional natural abilities, while others look more like large humans (with ruminant heads) and take greater advantage of weapons and armor. In any case, each variety will afford different considerations which can either be determined by the divinity or cult they're associated with (detailed in Part I) or at random.

Type/Head (Select per Divinity/Cult or roll d20)
1-15.
Bull: 6 or more HD, great strength (+2 to hit and damage), gore for at least 1d6+2 damage, powerful charge (does double damage, can then make opposed STR check to push foe back 1d6 x 5')
16-17. Goat: 3 or more HD, cause panic (those who first face it must save vs. death or be unable to act for 1d3 rounds), gore for at least 1d6 damage, butting charge (does double damage, can then make opposed STR check to push foe back 1d4 x 5')
18-19. Stag: 4 or more HD, wild lord (can use Commune with Nature at will), gore for at least 1d8 damage, antlered charge (does double damage, can then disarm foe if they don't save vs. paralysis)
20. Ram: 4 or more HD, inspire (allies in sight of it gain a +3 bonus to all saves), gore for at least 2d4 damage, ramming charge (destroys obstacles, does double damage, can then make opposed STR check to push foe back 1d8 x 5', who must then save vs. death or be knocked unconscious)  


Arms & Torso
(
Select per Divinity/Cult or roll d6)
1-3.
Human: more intelligent, +2 chance of using arms and armor, better at heading commands from cleric of appropriate divinity or cult
4-6. Bestial: more primal, -2 chance of using arms and armor, +2 AC bonus, 50% chance of having claws (1d4 + Str damage per round)- if so, 5% chance of them being hoof hands instead (can't wield weapons, +20% speed)
 

Legs & Feet or Hooves (Select per Divinity/Cult or roll d6)
1-3. Human w/ feet: more intelligent, +2 chance of using arms and armor
4-6. Bestial w/ hooves: more primal, -2 chance of using arms and armor, 50% chance of having a tail (+4 to balancing checks, -2 AC penalty since it can be a target)
- if so, 5% chance of body being centauroid (+30' speed, -4 AC penalty, +2 HD)
        If bull: strong legs (+2 to hit and damage)
        If stag: swift legs (+15' speed)
        If goat or ram:
sturdy legs (+4 to all checks to resist being pushed or falling)


Arms & Armor
(Roll d10, modified by Arms & Torso & Legs & Feet)
2 or less. Only uses its natural attacks
3.
Currently unarmed, but will wield weapons it finds
4.
Wields a great axe or other large weapon (does 1d10 damage)
5-6.
Wields a labrys (double-headed great axe, does 1d12 damage, but only 1d6 to females)
7. Wields a great spear or trident (does 1d10 damage and can be hurled)
8.
Wields one of the weapons above and a shield (+2 AC bonus vs. foes it faces) or breastplate (+4 AC bonus) or greaves (+2 AC bonus)
9. Wields one of the weapons above and wears either chain or scale armor (+4 AC bonus), 50% chance of also having a shield (+2 AC bonus vs. foes it faces)
10 or more
. Wields a great spear or trident and wears a bronze breastplate and greaves (+6 AC bonus), 50% chance of also having a shield (+2 AC bonus vs. foes it faces)


Hide Color (for Head and for Parts that Are Bestial - d12)
1-2.
Light Brown
3.
Reddish Brown
4-5. Dark Brown
6. Black
8-9. Gray
10. White
11. Different Colored Patches, reroll 1d10 twice

12. Different Colored Head from Rest of Body, reroll 1d10 twice if applicable
 

Other Qualities (d12- roll 1d4 times )
1.
One of a Kind: Is the only minotaur (of its type), cannot be killed for long, and remembers past grudges once it returns
2. Broken Horn: -1d3 gore damage, but +1d3 HD due to fighting experience
3. Longhorn: increase gore damage by one die (d4->d6, d6->d8, d8->d10), but can't fit into areas less than 10' wide
4. Bell(s): can never surprise foes (they hear it coming), but also unnerves them at the sound- save vs. death or -2 to hit for 1d6 rounds
5. Glowing Eyes: is evil now, but can also see in the dark
6. Shaggy Fur: +1d4 to saves vs. cold effects, commensurate penalty to saves vs. fire or heat effects
7. Golden Fleece: +3 to all saves vs. magic, but hide is in very high demand, making minotaur a desired target
8. Giant: +1 HD and +2 to damage at 10’ tall, and again for every 2’ taller
9. Enlarged head: +2 to damage, but -6 to all checks requiring balance
10.
Gout: can exhale a gout of foul water, causing 3d8 damage to those who fail to save vs. breath weapon
11. Semi-divine (or demonic): +1d3 weapons are required to harm it.
12.
Cow (Female- still has horns, but also breasts/udders)


DCC RPG Conversion Notes

HD: also equals attack modifier, though add at least 2 for bull minotaurs
Damage: add 2 more to damage done by all minotaurs for scaling purposes
Save vs. death = make a Will save DC 10
Save vs. paralysis= make a Reflex save DC 15
Save vs. breath weapon= make a Reflex save DC 12


Next week, hoplites!