Born an aberration to all minotaurs, Murrnn was driven from her people and has survived alone. Her draconic heritage gave her an innate talent for magic, which she develops at higher challenge ratings. Murrn is truly frightening to look at; she is seven and a half feet tall, with black dragon scales covering her body. Her horns and huge black wings make her look demonic, and she uses her appearance to her advantage when encountering "lesser beings."
Murrnn hates just about everything, and that is reason enough to cause as much carnage as possible. She is not bright, but has natural minotaur cunning and the relentless energy of a dragon. Her myriad abilities often surprise her victims as much as her appearance does, as few beings expect her to breathe acid, then cast expeditious retreat and run circles around them while she cuts them to bits with her huge axe.
As a foe, Murrn is best used in wilderness wastelands, as she would be well known in civilized lands and driven away. She might have found a rocky area that resembles a maze, where she would feel comfortable. She also could be the lackey of a campaign's master villain, as she would take orders well -- provided she got to destroy a lot of people and property.
She is offered here in three versions, for varied challenge levels. She is presented with magic items equivalent to the value of an encounter of her challenge rating. If she becomes an ongoing villain, you should give her an additional 3,600 gp worth of magical items in version one, 6,000 gp worth of magical items in version two, and 13,500 gp worth of magical equipment in version three.
* Minotaurs have a +4 racial bonus on Listen, Search, and Spot checks.
Minotaur and Half-Dragon Abilities (apply to all versions):
Scent: She can locate creatures within 30 ft. by smell. If she takes a round, she can pinpoint a foe's location within 30 ft. She also can track by scent, making Wisdom checks, as the Track feat.
Natural Cunning: She is immune to maze spells, cannot become lost, and acts as if she had the Track feat. She is never caught flat-footed.
Charge: She can charge by lowering her head and using her horns. She can do this while diving (in flight). The charge deals 4d6+13 points of damage, if she hits.
Breath Weapon: Once per day, she can breathe a line of acid 5 ft. wide, 5 ft. high, and 60 ft. long. The acid does 6d4 points of damage. A successful Reflex save (DC 17) reduces the damage by half.
Immunity: She is immune to acid.
Born and raised in California, Robert Wiese has the Boy Scouts to thank for his introduction to roleplaying games; it was on a Scout camping trip that he observed several of his fellows hunched over books instead of playing outdoors. Soon after that he bought the D&D boxed set with the blue cover (in 1978) and the 1st edition AD&D books soon after. He has played ever since, trying other games but returning to D&D. Robert currently works with RPGA and writes adventures for members to play. The new edition of the game has piqued his interest, and he loves what you can do with a good monster.
About the Author
Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.
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