Minotaur The minotaur moon priestess stands at the center of the maze, raising her silver axe to the skies as the lunar light glistens off her silver horns. Behind her, the labyrinth keeper’s hands and eyes begin to glow.
The Maze Keepers. The minotaur labyrinth keepers create and restore the maze-lair of their clan. The keeper takes careful notes, studies those who breach its creations, and, when necessary, defends the maze with its clan-mates.
The Moon Worshippers. The moon is a symbol of trickery and confusion, and the minotaur moon priestess heeds the call to worship. She curses those who breach the central chamber of the labyrinth, making sure they never escape.
Labyrinth Keeper
Large monstrosity, chaotic evilArmor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 16 (+3) | 10 (+0) | 12 (+1) | 16 (+3) |
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 5 (1,800 XP)
Charge. If the labyrinth keeper moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur labyrinth keeper can perfectly recall any path it has traveled.
Reckless Caster. At the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Innate Spellcasting. The minotaur labyrinth keeper’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: acid arrow, fire bolt, locate object, misty step
2/day each: inflict wounds, stone shape
Actions
Multiattack. The minotaur labyrinth keeper makes two attacks: one with its gore and one with its shortsword.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.