by Wade Norton, Dragon #313
Half-minotaurs are extraordinarily rare, and some believe they are not born so much as made. They only appear near underground labyrinths or cave systems where minotaurs are known to lurk. Those who research this sort of thing believe that if such half-blood offspring are born in the mazes, they are either slain immediately or taken out and left to die. Rumors also exist of mages experimenting with the minotaurs' natural strength and cunning, mixing biologies, trying to create a more perfect evil minion. These sort of experiments, more often than not, meet with failure.
Those that survive quickly learn to assert themselves in their adoptive societies. They have the size and strength of their monstrous parent, as well as a keen instinct for tracking prey and finding their path. Most half-minotaurs who reach maturity do so because they learned to fight for their lives at an early age.
Half-minotaurs are generally larger than their non-minotaur parents. The lower half of their bodies are built like that of their non-minotaur parents, while their upper halves are covered in thick shaggy hair. Their faces are elongated, with full snouts, and horns jut from the sides of their heads.
Creating a Haif-Minotaur
"Half-minotaur" is an inherited template that can be added to any creature of the giant, humanoid, or monstrous humanoid type (referred to hereafter as the "base creature") from Small to Huge in size.
A half-minotaur uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The base creature's type does not change. If the base creature is of Small or Medium size, it gains one size category, becoming Medium or Large respectively. See Creature Size Changer for changes to the base creature when it gains a size category. The changes in this template are in addition to the changes outlined there.
Speed: If the base creature's size increased due to the application of this template, all its speeds increase by 10 feet.
Armor Class: The base creature's natural armor bonus improves by +2.
Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage: The half-minotaurs's gore attack deals damage according to its size as shown below.
Special Qualities: A half-minotaur has all the special qualities of the base creature, plus the following special qualities.
Darkvision (Ex): A half-ogre has darkvision to a range of 60 feet.
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Abilities: Change from the base creature as follows: Str +4, Con +2, Int -2.
Skills: A half-minotaur has a +2 racial bonus on Search, Spot, and Listen checks.
Feats: A half-minotaur has Track as a bonus feat.
Environment: Same as the base creature or underground.
Challenge Rating: Same as the base creature if it did not gain a size category, otherwise same as the base creature +1.
Alignment: Usually chaotic.
Level Adjustment: Same as the base creature +1.