Labyrinth Keeper

Creature Codex (3pp)

Size
Large
Type
monstrosity
Alignment
chaotic evil
AC
15 (natural armor)
Hit Points
119 (14d10+42)
Speed
walk 40 ft.
Skills
Perception +7
Senses
darkvision 60 ft.
Passive Perception
17
Languages
Abyssal
Challenge
5
STR
18
+4
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
16
+3

Traits

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 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.

Spells

acid arrow, fire bolt, locate object, misty step, inflict wounds, stone shape

Other data

description