Minotaur Brute
1,350 lbs
6

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Greataxe
 
Greataxe


  • Natural Armor:
  • Natural Armor +4
    0 gp


  • Passive Abilities:
  • Labyrinthine Recall
    500 gp
  • Weapon Size: Large

  • Attack Abilities:
  • Pounce Attack
    150 gp
  • Cleave
    250 gp
  • Shield Shattering Blow
    500 gp
  • Lacerating Strike
    400 gp

  • Free Abilities:
  • Reckless Attack


  • Monster Bits:
  • 203 Chimeric Organ
    1 gp
  • 95 Hard Skin
    0.1 gp

This abomination defies comparison to man or bull; it stands more akin to an ogre in both size and demeanor. Boasting massive bovine horns, its iron-ringed snout exudes fearsome ugliness. Wielding a colossal axe resembling a sharpened ploughshare affixed to a log, the creature embodies a grotesque fusion of strength and brutality.

Minotaurs of the Varnholdt

In the molten depths of the Varnholdt, where volcanic caverns pulse with brimstone and the earth trembles with rage, the Minotaurs—known as Bloodhulks to trembling mortals—roam as Nasten’s ultimate predators. Forged by Nasten, Prince of Fire and Brimstone, from the shattered bones of Aspis, the Primordial Titan of Endings, these towering bull-fiends are destruction incarnate. Their blood-soaked fur and molten horns embody Nasten’s creed: “Only through blood do we become truly strong. Only through war do we become truly free.”

Solitary carnivores, Bloodhulks stalk labyrinthine ruins and smoldering caves, their roars a thunder that shatters stone. Driven by an Abyssal hunger for carnage, they charge with unstoppable fury, goring and cleaving all in their path. Unlike the Kraithkin, they shun tribes, bowing to no authority save Nasten’s fiery will. Yet, their savagery is not mindless; a cunning predator’s mind maps every twist of their domain, ensuring no prey escapes.

This lore is crafted for a dark fantasy TTRPG, offering Game Masters a terrifying foe for campaigns of horror and survival. Bloodhulks are Nasten’s wrath made flesh, their solitude a challenge to Zin’s heroes, their hunger a mirror to the Abyss’s chaos.

🔥 Origins: Forged in Aspis’s Pyre

When the War of Titans and Gods sundered creation, Aspis, the Titan of Endings, fell, its molten essence spilling into the Abyss. From this crucible, Nasten, demon lord of eternal conflict, sculpted the Bloodhulks, blending Aspis’s destructive fury with the souls of Zin’s most savage mortals—warriors who bathed in blood, tyrants who razed empires. In the Land of Fire and Brimstone, Nasten forged them in volcanic pits, their bull-like forms a mockery of the Dwarves’ enduring stone, their hearts pulsing with the Brimstone Tide.

Bloodhulks emerged in the Varnholdt, Zin’s scarred heart, where Abyssal rifts bleed fire. Their roars echo Nasten’s hatred, their horns blaze with his primordial ember. Legends, carved in molten Skullstones, speak of the Crimson Dawn, when Bloodhulks toppled divine fortresses, their hooves grinding gods’ bones to ash. Unlike Kraithkin, they are solitary, their Abyssal nature rejecting hierarchy. Yet, they serve Nasten’s war, each kill a sacrifice to his Throne of Skulls. Their flesh, unstable with demonic mutations—flaming manes, molten hooves, or spiked tails—marks them as his ultimate hunters.

🐃 Anatomy & Physiology: Titans of Carnage

Bloodhulks tower at ten to twelve feet, their bull-like heads crowned with jagged, glowing horns. Thick fur, black or crimson, is matted with blood and ash, reeking of sulfur and death. Their humanoid torsos ripple with muscle, scarred by countless battles, their arms wielding massive, fire-forged greataxes. Cloven hooves, wreathed in flame, crack stone with each step, and their glowing eyes burn with Abyssal rage. Some, the Emberhulks, bear molten hides that sear flesh on contact, a mark of Nasten’s favor.

Carnivores to their core, Bloodhulks crave warm flesh, tearing it raw with fanged maws. They devour entire corpses—bone, sinew, and steel—relishing Dwarven knights as delicacies. In starvation, they gnaw volcanic rock or Abyssal grubs, their demonic stomachs melting stone. Their blood rage, triggered by the scent of gore, transforms them into battering rams, charging blindly to gore and crush.

Reproduction is rare, as Bloodhulks shun companionship. When two mate, it’s a violent clash, the victor claiming the right to sire. Offspring are born in lava pits, emerging fully grown within days, their roars shaking the Varnholdt. Many Bloodhulks are forged from mortal souls in Nasten’s Abyss, reborn as fiends, while others are transformed through his Rites of Ruin, dark rituals that twist humanoids into these monstrous forms.

🧠 Psychology: The Beast Unleashed

Bloodhulks are solitary predators, their minds a furnace of instinct and cunning. They map their labyrinths with predatory precision, visualizing every path to their prey. The scent of blood or the snap of a bone ignites a blood rage, drowning reason in a tide of carnage. In this state, they charge anything—foe, ally, or stone—goring with horns and cleaving with axes until nothing moves.

They reject authority, even Nasten’s, serving him only through their shared lust for destruction. No Bloodhulk bows to another, and attempts to enslave them end in slaughter. Yet, they are not mindless; a cold intelligence guides their hunts, exploiting terrain and ambushing wanderers. They care nothing for strategy beyond the kill, their solitary nature making organized warbands impossible. Their hatred for Dwarves, instilled by Nasten, drives them to seek out stone holds, smashing them to rubble in frenzied assaults.

🦬 Breeds of Bloodhulks

Bloodhulks vary in form, each shaped by Nasten’s chaotic will. Below are the most fearsome breeds.

  1. Gorehulks 🐃: Standard Bloodhulks, with massive horns and blood-soaked fur. They charge with earth-shaking force, wielding greataxes that split stone.
  2. Emberhulks 🔥: Molten-skinned fiends, their hides burning with Abyssal fire. Their touch sears flesh, and their roars ignite the air.
  3. Ashbrutes 🕸️: Smaller, with spiked tails and ashen fur. They lurk in caves, ambushing with cunning precision.
  4. Blightroars 🦟: Pestilent Bloodhulks, their horns dripping lava-like ichor. Their breath spreads fiery plagues, a gift from Nasten’s decay.
  5. Ironmaws 🛡️: Armored with molten plates, Ironmaws wield twin axes. They shrug off blades, their roars shattering steel.

🌋 Lairs: Labyrinths of Slaughter

Bloodhulks dwell in Slaughtermazes, labyrinthine domains carved into the Varnholdt’s volcanic cliffs, ruined temples, or molten caves. These mazes are blood-soaked, strewn with bones and scorched by fire. Skullstones, pulsing with Nasten’s ember, mark their centers, surrounded by piles of skulls—Dwarven helms, human limbs, and shattered blades. No Bloodhulk builds; they claim ruins, their hooves wearing paths into stone.

Each Slaughtermaze is a predator’s trap, its twists known only to the Bloodhulk. Intruders face ambushes from shadowed alcoves or charges down narrow corridors. Chaos Hounds, drawn to the gore, skulk at the edges, feeding on scraps. Bloodhulks roam alone, their roars echoing to ward off rivals, though rare clashes between them leave mazes cracked and bloodied.

🗣️ Tongue of the Bloodhulks

Bloodhulks speak a guttural dialect of Brimcant, a demonic tongue of roars, bellows, and fiery hisses laced with Nasten’s Dark Litany. Their words are few, reserved for challenges or curses. Gestures—flaring horns, stomping hooves—convey dominance. They carve crude runes in molten stone, glowing red to mark kills or warn intruders.

Brimcant Lexicon:

  1. Gore - Blood, the life of the hunt.
  2. Ruk - To kill, Nasten’s command.
  3. Ashen - Prey, the weak to be crushed.
  4. Krav - War, the eternal state.
  5. Brim - Fire, Nasten’s gift.

🕉️ Cults of Nasten: Rites of Ruin

Bloodhulks are born through Nasten’s Rites of Ruin, dark rituals conducted by his cults in Zin’s shadows. These mystery cults, masquerading as primal sects, lure rebels and outcasts with promises of freedom from authority. Inductees enter Slaughtermazes wearing bull-masks, hunting beasts in blood-soaked revels. As rites escalate, humanoids replace animals, their blood fueling Nasten’s power. The unworthy are sacrificed, their souls forged into Bloodhulks in the Abyss, while the strongest are transformed alive, their flesh twisting into bull-fiends.

Nasten, the Firefather, is their sole deity, his Throne of Skulls their altar. Cults erect Skullstones, offering skulls and hearts to draw his gaze. Bloodhulks revere Nasten not with worship but with slaughter, each kill a tribute to his eternal war. Death is no end; slain Bloodhulks rise in the Abyss, reborn to hunt again. Those who falter become Ashwraiths, flickering spirits haunting the Varnholdt.

⚔️ Forces of the Bloodhulks

Bloodhulks fight alone, their battles frenzies of raw power. They charge with horns lowered, goring foes, then cleave with axes in a whirlwind of fire. No tactics guide them; their blood rage seeks only destruction. In rare cases, Nasten’s cults bind multiple Bloodhulks to a Crimson Hunt, a rampage that levels fortresses. Their roars, wreathed in flame, shatter morale, and their molten hides deflect blades.

  1. Gorehulks: Shock troops, goring with massive horns.
  2. Emberhulks: Fiery terrors, burning foes with each strike.
  3. Ashbrutes: Ambush predators, striking from shadows.
  4. Blightroars: Plague-bearers, spreading fiery pestilence.
  5. Ironmaws: Armored juggernauts, cleaving through ranks.

🦸 Notable Bloodhulks

  1. Gorzod Flamegore: A Gorehulk whose horns blaze with Nasten’s ember. His Slaughtermaze in the Varnholdt’s heart holds a Skullstone piled with Dwarven skulls.
  2. Vyrak Moltenmaw: An Emberhulk whose roar ignites forests. He stalks ruined Elven temples, hunting their guardians.
  3. Kraloth Ashrend: A Blightroar whose plagues scorch the earth. His maze is a festering wound, drawing Nasten’s gaze.
  4. Rukthar Ironspike: An Ironmaw who shattered a Dwarven gate alone. His axes drip with molten blood, a trophy of his kills.

🎲 Gameplay Hooks

  1. The Slaughtermaze: A Skullstone awakens, drawing Bloodhulks to a ruined fortress. Can players navigate its traps to destroy it?
  2. The Cult’s Betrayal: A Nasten cult offers to bind a Bloodhulk to the party’s cause, but demands a sacrifice. Is it a trap?
  3. The Crimson Hunt: A Bloodhulk rampages toward a Dwarven hold. Players must ambush it or rally defenses.
  4. The Blightroar’s Curse: A PC wounded by a Blightroar begins mutating. Can they find a cure before transforming?

Bloodhulks are Nasten’s wrath, their roars a challenge to Zin’s heroes. Their solitude and savagery test courage, their demonic hunger a fire that threatens to consume all.

Environment:

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