Minotaur

The minotaur are a fairly new race on this world. Only appearing in the year 2579. The minotaurs live in the country of Maos, which used to be part of Melenaos. The humans of Melenaos used to be great traders with fantastic ships.

Appearance
Minotaur are large humanoids with cloven hooves, a humanoid torso and the head of a bull. The fur color of minotaurs are usually red, brown, white, or black. While many minotaurs are one solid color, having spots of having a white torso and arms while the other parts of your body are another color aren't uncommon either.

Minotaur horns vary greatly in size and shape. Minotaur horns vary from small horns that point forwards to very wide horns that point upwards.

Culture
As the country split, the men that went to live in Maos with their children took their shipwrighting techniques with them and passed them down to their minotaur children.

The trade between Maos and the rest of the world has nearly disappeared at this point. Other people have become wary of the new monstrous race of cow-man. The Maon folk, with their great ships, then turned to exploring, claiming uninhabited islands as their own. A section of the minotaur population was mad at the world and started to claim inhabited islands as their own as well. IN time the minotaur turned to a life of conquest and piracy, however some minotaur do honest work as sailors, traders or explorers and they are still valued for their excellent ships.

Minotaur Traits
'Ability Score Increase. 'Your Strength Score increases by 1, additionally your Strength, Intelligence, or Wisdom score increases by 1.

'Age. ' Minotaurs enter adulthood around the age of 17 and live up to 90 years.

'Size. 'Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

'Speed. 'Your base walking speed is 30 feet.

'Horns. 'You are proficient with your horns which are natural melee weapon that deals 1d6 piercing damage. Your horns grant you advantage on all checks made to shove a creature.

'Goring Rush. 'When you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

'Hammering Horns. 'Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

'Sea Reaver. 'You gain proficiency with navigator's tools and vehicles (water).

'Languages. 'You can speak, read, and write Common and Human.