Minotaurs live on the isles of Mithas and Kothas, on the northeastern shores of the Blood Sea of Istar. Minotaurs live to be about 150 years old. They are intensely proud creatures, growing to be 7 feet tall, with horns of up to 24" long. Minotaur are half-human and half cow—bovine is just about the worst insult anyone can hurl at a minotaur (it's one of the kender's favorite).
In order for one to advance in the minotaur society, they must fight in the Great Circus. Only champions of the Great Circus can be leaders—minotaurs believe that might makes right. Additionally, nothing is more important to a minotaur than his or her honor. In any event, the ruler of this sea-faring race is the one who defeats all his opponents in the ring and becomes the Champion.
The goals of their race are simple: the destruction of all the other races of Krynn. They are exceptionally bigoted, seeing all other races as lesser beings. The only other creatures most minotaur hold in a high regard are the Knights of Solamnia, renowned for their code of honor; this is their one saving grace, in the minotaur's eyes.
As far as weapons and armor go, a minotaur doesn't really need any. His thick hide protects him from some attacks, and his horns and limbs are deadly. Most warriors carry either a two-handed sword (used in one hand) or other slashing weapons.
# +4 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
# Minotaur base land speed is 40 feet.
# Darkvision out to 60 feet.
# Scent 60 ft.
# Natural Cunning (ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
# Powerful Charge (ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 plus 1-1/2 Str bonus points of damage.
# Racial Hit Dice: A minotaur begins with a base saving throw bonuses of fortitude +1, reflex +4, and will +4. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
# Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
# Weapon Proficiency: A minotaur is proficient with the Greataxe and all simple weapons.
# +5 natural armor bonus.
# Natural Weapons: Gore (1d8 + strength modifier).
# Automatic Languages: Common and Giant. Bonus Languages: Orc, Goblin, and Terran
# Favored Class: Barbarian.
Years of love have been forgot
In the hatred of a minute. - Edgar Allen Poe