The Dragonlance Nexus

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D&D 3e (3.0/3.5) Rules

by Kendermage

Large Monstrous Humanoid (Aquatic)
HD: 6d8+12 (39)
Initiative: +0
Speed: 30 ft., Swim 50 ft
Armor Class: 19, touch 9, flat-footed 19
Base Attack/Grapple: +6
Attack: Trident +9 melee (1d8+4/x2), Claw +9 melee (1d6+4,x2), or Gore +9 melee (2d6+4,/x2)
Full Attack: 2 claws +9/+4 melee (1d6+4/x2) or Trident +9 melee (1d8+5/x2) and Gore +4 melee (2d6+4/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crunch, Static Charge
Special Qualities: Blindsense, Scent
Saves: Fortitude +4, Reflex +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 6, Wis 10, Cha 8.
Skills: Intimidate +2, Spot +2, Swim +11
Feats: Ability Focus (Static Charge), Improved Natural Attack (Gore), Power Attack
Environment: temperate oceans
Organization: Solitary, gang (3-7), band (10 – 100), or clan (40 – 400)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually CE
Advancement: By character class.
Level Adjustment: +3

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.


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 Characters

Minotaurtle characters possess the following racial traits.

  • +8 Strength, +4 Constitution, -4 Intelligence, -2 Charisma
  • Large Size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on Grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 ft/10 ft
  • A minotaurtles base land speed is 30and has a base swim speed of 50ft.
  • Racial Hit Dice: a minotaurtle begins play with six levels of monstrous humanoid, which provides 6d8 Hit Dice, a base attack bonus of =6, and base saving throw bonuses of Fort +2, Reflex +5, and Will +5.
  • Racial Skills: a minotaurtles monstrous humanoid levels give it skill points equal to 9 (2 + Int modifier, minimum 1). Its class skills are Intimidate, Listen, Search, Spot, and Swim. Minotaurtles have a +4 racial bonus on Swim checks.
  • Racial Feats: A minotaurtles monstrous humanoid levels give it three feats.
  • Weapon Proficiency: a minotaurtle is proficient with all simple and martial weapons.
  • +10 natural armor bonus.
  • Natural Weapons: Gore (1d8).
  • Special Attacks (see above): Crunch, and Static Charge.
  • Special Qualities: Blindsense, Scent.
  • Automatic Languages: Common and Kothian. Bonus Languiages: Aquan and Ogre.
  • Favored Class: Barbarian.
  • Level Adjustment: +3

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.