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MinotaurtleD&D 3e (3.0/3.5) Rulesby KendermageLarge Monstrous Humanoid (Aquatic) This creature looks like a cross between a minotaur and a giant turtle. It has a bovine-shaped horned head, a turtle-like shell with jagged protrusions, webbed hands and feet ending in talons, and shark-like skin. Minotaurtles are minotaurs that have willingly devoted themselves to the Zeboim the Maelstrom. In the wake of the War of Souls, many minotaurs have turned to the Goddess of the Sea. In return for their loyalty and worship she has reshaped them into creatures of the deep. Minotaurtles breed true and are a true race. Minotaurtles stand more than 8 feet tall and weigh about 1000 lbs. They speak Common, and Kothian. Combat:Static Charge (Su): Merely swimming through the water charges the shell of the minotaurtle with static electricity. The Minotaurtle can channel this energy to their horns and generate charges of static electricity. These charges take the form of a ray of electricity. For each round spent channeling the energy, the ray of energy deleivers 1d6 points of electricity damage (to a maximum of 10d6 damage for 10 rounds of channeling), this charge has a range of 30 ft per die of damage. (Reflex DC 14 half). If the target is wearing metal armor, then there is no save. Creatures hitting the minotaurtle with metal weapons take damage as if hit by one round of the minotaurtles static charge attack (1d6 damage) no save. Crunch (Ex): As a full round action two minotaurtles acting in unison can crush victims between their shells inflicting 4d8+8 bludgeoning plus 2d6 electricity damage (Reflex DC 13 half). Characters in metal armor take full damage from the electricity (no save). Minotaurtles as CharactersMinotaurtle characters possess the following racial traits.
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