Large Humanoid, Chaotic Evil
Armor Class 17
Hit Points 152 (16d10 + 64)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +14, CON +12
Skills Athletics +10, Intimidation +6
Senses Darkvision 60ft, Passive Perception 11
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Labyrinth Awareness

Cannot be lost in mazes (magical or non), and has advantage on saves vs. being charmed, frightened, or confused.

Actions

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.

Bonus Actions

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)
Legendary Actions

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:

  • Creatures in the area must succeed on a DC 15 Dexterity save or take 10 (3d6) bludgeoning damage and fall prone.

  • 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:

  • 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:

  • Fail: 22 (4d10) necrotic damage

  • 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:

  • 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:

  • torches flame blue

  • walls seem to breathe

  • blood trickles uphill

  • echoes sound from impossible directions

  • creatures feel watched

And once Gorr-Khaz drops below half HP:

  • the labyrinth pulses

  • ground shakes

  • air becomes heavy with rage

  • all creatures must make a DC 15 Wisdom save or become frightened for 1 round

Stevo99

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