Labyrinth

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Labyrinth-Tomb of the Minotaur Prince

For a long time, you heard legends about the lost Tomb of Vakros. Vakros was a
fearsome prince of a minotaur kingdom that faded from history long ago, and he was
buried in a valley tomb carved from the cliffs by legions of servants. According to the
legend Vakros was buried with a great treasure that would one day usher in
Baphomet’s rise in the mortal realm. In the last decade the entrance of the tomb was
found, and many adventures tried their luck to conquer it. But alas, no one has
prevailed. So now I “Lady Durnsay of Kiranjo “am funding an expedition to the tomb
and who ever brings me the treasure will be rewarded 10 large diamonds. The tomb
is accessed via a steep stairway which is flanked by twin weathered granite statues
of minotaur’s bearing axes; at the base of each statue are stone engravings in
Abyssal runes “fear” and “feast”. A large geometric arch opens into the labyrinth-
tomb engraved with Abyssal runes reading “Vakros the Conqueror, Chosen of
Baphomet”. Any brave adventures who is willing to participate, I will be waiting in the
encampment near the stairway for more details.
Minotaur Hurler
Large Monstrosity, chaotic evil

Armor Class: 14 (natural armor)

Hit Points: 120 (12d10 + 36)

Speed: 40ft.

STR DEX CON INT WIS CHA

21(+5) 11(+0) 16(+3) 6(-2) 16(+3) 9(-1)

Skills: Perception +7

Senses: Darkvision 60ft., Passive Perception 17

Languages: Abyssal

Proficiency bonus: +3

Charge: If the Minotaur moves at least 10ft. straight toward a target and hits it with a gore or rock
attack on the same turn, the target takes an extra 9(2d6) piercing damage. If the target is a creature,
it must succeed on a DC 16 strength saving throw or be pushed up to 10 feet away and knocked
prone.

Labyrinthine Recall: The Minotaur can perfectly recall any path it has traveled.

Reckless: At the start of its turn, the Minotaur can gain advantage on all weapon attack rolls it makes
during that turn, but attack rolls against it have advantage until the start of its next turn .

Actions
Multi attack: The Minotaur makes 2 fist attacks it can replace one of the attacks with its hurl.

Fist. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d6 +5) bludgeoning damage.

Gore. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage

Rock. Ranged weapon attack: +8 to hit, 60/180ft., one target. Hit:18(3d8+5) bludgeoning damage

Hurl (Recharge 4-6). The Minotaur forces one medium or smaller creature within 5 ft. of it to make a
DC 15 strength saving throw. On a failed save, the creature is thrown up to 60 feet away from the
Minotaur in any direction and knocked prone. If a target strikes a solid surface after being thrown at
least 10 feet, it takes 18 (3d8+5) bludgeoning damage. If the target is thrown at another creature,
that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be
knocked prone.
Minotaur Shaman
Large Monstrosity, chaotic evil

Armor Class: 14 (natural armor)

Hit Points: 122 (14d10 + 42)

Speed: 40ft.

STR DEX CON INT WIS CHA

18(+4) 11(+0) 16(+3) 6(-2) 18(+4) 10(+0)

Skills: Perception +10,Survival +7

Senses: Darkvision 60ft., Passive Perception 20

Languages: Abyssal

Proficiency bonus: +3

Charge: If the Minotaur moves at least 10ft. straight toward a target and hits it with a gore or rock
attack on the same turn, the target takes an extra 9(2d6) piercing damage. If the target is a creature,
it must succeed on a DC 16 strength saving throw or be pushed up to 10 feet away and knocked
prone.

Labyrinthine Recall: The Minotaur can perfectly recall any path it has traveled.

Reckless: At the start of its turn, the Minotaur can gain advantage on all weapon attack rolls it makes
during that turn, but attack rolls against it have advantage until the start of its next turn.

Spellcasting: The Minotaur is an 8th-level spellcaster. Its spellcasting ability is wisdom (spell save DC
15, +7 to hit with spell attacks) It has the following druid spells prepared:

Cantrips (At will): druidcraft, poison spray, Thorn whip

1st level (4 slots): earth tremor, entangle, cure wounds OOOO

2ndlevel (3 slots): hold person, heat metal, warding wind OOO

3rd level (3 slots): dispel magic, erupting earth,call lightning O O O

4th level (2 slots): Grasping Vine, stone skin, OO

Actions
Greataxe. Melee weapon attack: +7 to hit, Reach 5 ft., one target. Hit 17 (2d12+4) slashing damage

Gore. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8+4) piercing damage

Rock. Ranged weapon attack: +7 to hit, 60/180ft., one target. Hit:18(3d8+4) bludgeoning damage
Minotaur Prince Vakros
Large Monstrosity, chaotic evil

Armor Class: 19 (natural armor)

Hit Points: 130 (12d10 + 48)

Speed: 40ft.

STR DEX CON INT WIS CHA

21(+5) 11(+0) 18(+4) 6(-2) 16(+3) 9(-1)

Skills: Perception +7

Senses: Darkvision 60ft., Passive Perception 17

Languages: Abyssal

Proficiency bonus: +3

Charge: If the Minotaur moves at least 10ft. straight toward a target and hits it with a gore or
weapon attack on the same turn, the target takes an extra 9(2d6) damage. If the target is a creature,
it must succeed on a DC 16 strength saving throw or be pushed up to 10 feet away and knocked
prone.

Labyrinthine Recall: The Minotaur can perfectly recall any path it has traveled.

Reckless: At the start of its turn, the Minotaur can gain advantage on all weapon attack rolls it makes
during that turn, but attack rolls against it have advantage until the start of its next turn .

Actions
Multi attack: The Minotaur makes 2 weapon attacks; it can replace 1 of the attacks with its Stomp.

Great axe. Melee weapon attack: +8 to hit, Reach 5 ft., one target. Hit 17 (2d12+5) slashing damage

Greatsword. Melee weapon attack: +8 to hit, Reach 5 ft., one target. Hit 17 (4d6+5) slashing damage

Gore. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage

Stunning Stomp (Recharge 5-6). The Minotaur stomps his hoof, sending a shockwave in a 10-foot
radius. Each creature in that area must succeed on a DC 14 constitution saving throw. On a failed
save, a target is stunned until the end of the minotaur’s next turn. On a success ,no effect.
1. After some days of traveling by ship you all arrive at the coast of the island of
Kiranjo. You all decided to heed to the call of Lady Durnsay and you find your
selves suitable for this expeditions. When the ship docks who is it that walks
down the plank.(Introduction of the players).
2. Who has the highest passive perception? Sees Maximillian waving near a
covered wagon. Introduction to the npc and will bring them to the
encampment near the tombs entrance.
3. Lady Durnsay : Many guards near her (got diamonds on her and shows one)
explains the mission and tells them that she is just interested in the artifact
inside the tomb (a large cloudy gemstone).insight check 18 to tell that she
definitely is hiding something
4. The entrance was lost centuries ago after a calamity and 8 years ago after a
mudslide we discovered the stairs to the tomb. After some excavations we
cleared the way to the tomb and there is were the problems started.
5. The cult of Baphomet also has send some adversaries in the tomb.
6. 4 potions of greater healing if they insist on some assistance and a paper to
write their last will for the loved ones
7. Just wing it like school: p
Pit Trap
Simple trap (level 1–4, moderate threat)
This trap consists of a 10-foot deep pit,
concealed by a tattered canvass covered with
leaves and dirt. This type of trap is useful for
blocking off the entrance to a monster lair and
usually has narrow, safe ledges along its sides.
Trigger. Anyone stepping on the canvass
might fall into the pit.
Effect. The triggering creature must make a DC
10 Dexterity saving throw. On a successful save,
the creature catches on the pit’s edge or
instinctively steps back. Otherwise, the creature
falls into the pit and takes 3 (1d6) bludgeoning
damage from the fall.
Countermeasures. A DC 10 Wisdom
(Perception) check reveals the canvass. A 1-foot
wide ledge around the edge of the pit is safe to
cross.
Poison Needle
Simple trap (level 1–4, deadly threat)
A tiny, poisoned needle hidden in a lock is the
perfect way to discourage thieves from
plundering a hoard. Such a trap is usually put in
a chest or in the door to a treasure chamber.

Scything Blade
Simple trap (level 5–10, dangerous threat)
These deadly blades sweep down through a
chamber. A wooden lever activates this trap
when it is pulled. Kobolds particularly love this
style of trap, as it puts bigger creatures in
danger.
Trigger. When the lever is pulled, the trap
activates.
Effect. Each Medium or larger creature in a 5-
foot-wide and 20-foot-long area must make a DC
15 Dexterity saving throw, taking 14 (4d6)
slashing damage on a failed save, or half as much
damage on a successful one.
Countermeasures. The lever isn’t hidden. A
DC 15 Intelligence (Investigation) check reveals
scrape marks and blood stains in the trap’s area
of effect. A DC 15 Dexterity check made with
thieves’ tools disables the lever.

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