Labyrinth Awareness
Cannot be lost in mazes (magical or non), and has advantage on saves vs. being charmed, frightened, or confused.
Multiattack
Gorr-Khaz makes three attacks with his Goreborn Greataxe.
Goreborn Greataxe
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 17 (2d10+6) slashing damage, plus 7 (2d6) rage damage.
Goring Charge
If he moves 20 feet straight toward a target and hits with the Greataxe, the target must make a DC 18 Strength save or be knocked prone and take an additional 14 (4d6) damage.
Blood Frenzy
Gorr-Khaz can reroll one damage die on a melee attack.
Rage of the Beast (Recharges after a Long Rest)
As a bonus action, Gorr-Khaz enters a frenzied state for 1 minute:
- Gains resistance to all damage except psychic
- Advantage on attack rolls
- Extra attack as a bonus action (melee only)
Gorr-Khaz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
1. Brutal Strike
Gorr-Khaz makes one Greataxe attack.
(Simple, effective, intimidating.)
2. Horned Rush (Costs 2 Actions)
Gorr-Khaz moves up to half his speed without provoking opportunity attacks, and if he ends this movement within 5 feet of a creature, he can make a gore attack:
Gore Attack:
+10 to hit, 12 (2d6+6) piercing damage.
On a hit, the target must succeed on a DC 18 Strength check or be shoved 10 feet.
3. Blood Frenzy Roar
Each creature of Gorr-Khaz's choice within 20 feet must make a DC 16 Wisdom save or become frightened until the end of their next turn.
If they are already frightened, they instead take 7 (2d6) psychic damage as their panic intensifies.
Description
A monstrous half-minotaur who claims Baphomet personally whispered his name at birth. His horns are plated in iron, and his battle rage is legendary.
Lair and Lair Actions
If Gorr-Khaz is encountered in his labyrinthine stronghold — a maze-like den of blood, bone, stone, and violent rituals — he gains the following lair actions.
On initiative count 20 (losing ties), Gorr-Khaz uses one of the following lair actions:
1. Walls Shift
The maze responds to Gorr-Khaz’s presence.
Choose an area of 30 ft. × 30 ft.
Walls, pillars, or barriers shift magically.
Effects:
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Creatures in the area must succeed on a DC 15 Dexterity save or take 10 (3d6) bludgeoning damage and fall prone.
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The battlefield layout changes. GM may move up to 4 walls/obstacles.
(Fantastic for battlefield control and thematic confusion.)
2. Maze Madness
Shadows twist, illusions flicker, and the maze's malicious presence presses into the minds of intruders.
Each enemy must make a DC 15 Wisdom save or suffer one:
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Disadvantage on attacks until the end of their next turn,
OR -
Forced to move 10 ft. in a random direction (roll d8)
This movement does not provoke opportunity attacks.
3. Blood Rune Ignition
Ritual sigils etched into the floor flare.
Gorr-Khaz chooses a point he can see within 60 ft.
A 15-ft radius rune erupts in a violent blast of demonic energy.
Creatures in the area make a DC 16 Constitution save:
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Fail: 22 (4d10) necrotic damage
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Success: half
Gorr-Khaz can choose up to 2 cultists to regain 10 hit points each.
4. Summon Bloodhounds
Gorr-Khaz roars a command, and bestial constructs form from blood and shadow.
He summons 2 Bloodhorn Hounds (use Dire Wolf stats with +2 AC and immunity to frightened condition), which obey him until destroyed.
5. Frenzy of Baphomet
A wave of demonic rage washes over the battlefield.
All creatures (friend and foe) except Gorr-Khaz must succeed on a DC 16 Wisdom save or:
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Make a melee attack against the nearest creature (if able)
-
If they cannot, they move toward the nearest creature
Chaotic. Violent. Perfect.
Environmental Effects of His Lair
Whether you use these mechanically or narratively, here are thematic elements:
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torches flame blue
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walls seem to breathe
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blood trickles uphill
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echoes sound from impossible directions
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creatures feel watched
And once Gorr-Khaz drops below half HP:
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the labyrinth pulses
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ground shakes
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air becomes heavy with rage
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all creatures must make a DC 15 Wisdom save or become frightened for 1 round
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