Nuars are a playable race of minotaurs in Starfinder. Interestingly, they are not aliens, but are actually descendents of the minotaurs of Golarion. They seem to take their name from Nuar Spiritskin, a Pathfinder minotaur NPC who acts as ambassador for the civilized minotaur tribes in the city of Absalom.
Ability Modifiers: +2 Str, +2 Int, -2 Dex
Hit Points: 6
Size and Type: Nuars are Medium monstrous humanoids.
Darkvision: Nuars have darkvision out to 60 feet.
Gore: A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.
Maze Mind: Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering. In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill.
Natural Weapons: Nuars are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Nuars gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual).
Swift: Nuars have a base speed of 40 feet.