Labyrinth Keeper

Labyrinth Keeper

Large monstrosity, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 119 (14d10+42)
  • Speed 40 ft.
  • STR
    18 (+4)
  • DEX
    11 (+0)
  • CON
    16 (+3)
  • INT
    10 (+0)
  • WIS
    12 (+1)
  • CHA
    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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.