Gorath
Party level: 10 to 11
Introduction
Gorath, once a frail and overlooked minotaur, has risen to power through the sacrifice of the innocent and corruption. Every step in his rise has scarred the land around him and every victory has demanded a price paid in blood. To face Gorath is not simply to confront a monster, but to stand before the result of desperation given form.
Backstory
Before he became a terror whispered across the frontier, Gorath was considered weak by minotaur standards. He lacked the strength and ferocity expected of his people and when war came, he was denied the right to fight. While others defended their homeland, Gorath watched from the sidelines—helpless, ashamed and powerless.
When his father fell in battle, that helplessness hardened into fear.
- Fear that his mother and sister would be next.
- Fear that he would once again be forced to watch others die in his place.
This fear became the seed of his downfall.
His fear ruled him, and his desperation to escape it is what ultimately shaped the monster he became. Gorath sought out a demon spoken of only in hushed warnings. The power he gained allowed him to fight, but it came at a cruel cost: his strength would grow only through sacrifice—specifically, the essence of those he loved. Those he sacrificed would lose their essence entirely, denied any chance at an afterlife. Gorath became a force of war, tearing through enemies and securing victory after victory.
In time, he rose to lead his people, carving out territory and building a brutal empire. Now, as leader, the price of his power weighs heavier than ever. Every death strengthens him, and every choice pushes him closer to becoming the very monster his people love and fear.
Phase 1 - Injured Gorath
| Category | Description |
|---|---|
| Body | Gaunt and underfed as their ribs are faintly visible beneath dark brown fur. One of their horns is cracked. On the left arm they have patches of fur remaining, barely holding onto the flesh. While any exposed parts of their arm are dry and cracking. The fingernails on the left hand are longer and blackened. |
| Movement | Limping on the right leg and using his staff to help walk. He holds his left arm close to his body. |
| Clothing | Tattered red cloak marked with faint arcane runes; fabric torn, scorched, and stained from battle. |
| Armour | Light, mismatched armour hidden beneath the cloak. The players can see that some of the armour underneath is dented, and barely protecting vital areas. |
| Weapons & Gear | They use a staff to help walk and protect them if their magic fails. Primarily they use magic from their left hand, when they use a spell the cracks along the arm light up in a purple hue. The cracks grow longer further up the arm. |
Phase 2 - Mutated Gorath
| Category | Description |
|---|---|
| Body | Gorath has now transformed into a towering, muscular minotaur. They stand at nearly 12 feet tall. Along their body are multiple scars which had previously been hidden by his cloak. The scars look old but have a purple necrotic flesh around them. Patches of his fur hang loosely over his flesh. Their horn was cracked but now it has grown back with twists and turns in the horn. |
| Movement | In this new form Gorath has no limp and moves with ferocity. He often charges forward at opponents to overwhelm them. When he leaps to attack the stones beneath him crack. |
| Clothing | The red cloak is torn away entirely during transformation. |
| Armour | Gladiator-style armour fused partially into corrupted flesh. As if the flesh is slowly eating the armour. |
| Weapons & Gear | He has thrown his staff aside and now uses a massive necrotic greatsword. He wields it in his right hand and it hums and glows with a dark purple hue. As the demonic energy from the orb in his left hand radiates unstable magic into the sword. |
Gorath: Boss Fight
Gorath draws his power from the arcane orb that pulses and contracts in his grasp, a living conduit to the spells that sustain him. He is the embodiment of desperation and survival, a ruler who seized forbidden power to save his people, only to become the very monster they now fear. Though his reign endures, it is not born of ambition but necessity; Gorath has long awaited someone strong enough to end it. Yet the name he forged through terror and survival alone is enough to keep challengers away.
Phase 1 begins, with the party fighting Gorath (Phase 1), two lizards, one brute Minotaur, two fighter Minotaurs and four ranger Minotaurs.
Objective Based Susceptibility
Trigger Event:
As the players defeat the last of his loyal soldiers, the Minotaur Commander collapses to one knee among the corpses of his kin. He surveys the battlefield, a single tear streaking through soot and blood. The orb in his left hand, lodged deep within his flesh, it glows violet and hums violently.
Veins of purple energy crack across his arm and begin spreading into his body. His breathing becomes erratic. With one final twitch of his fingers, lightning bursts forth from his palm, draining the life force of every remaining minion around him. Their bodies shrivel, and shadows of their souls are drawn into the orb.
Suddenly, a maelstrom of black and violet smoke explodes around him. Within the haze, a monstrous silhouette takes form, a monstrous version of the Minotaur, fused with void energy and warped by grief. The chamber rumbles. A final roar tears through the space before the smoke collapses inward, violently flinging players back as the Minotaur vanishes, leaving behind a trail of scorched footsteps and a cracked floor leading deeper into the lair.
Barrier Activation: Reactive Origin
The Minotaur now bears a semi-liquid black-and-purple barrier swirling like sentient ooze across his body. The orb remains embedded in his left hand, still flickering with the stolen souls.
- Trigger Spell: Whenever the Minotaur casts his level 4 Life Leech Spell, he absorbs life energy from a player. For every 5d8 damage dealt, he gains an equal amount in shield HP, forming a stronger ooze shield.
- Shield HP Cap: 30
- Resistance: The shield has resistance to all damage it isn’t immune to or vulnerable to, explained in table below.
- Effect Duration: Lasts until the shield is destroyed.
Type of Barrier:
Depending on the race or element of the player whose life energy was absorbed, the shield morphs, gaining new elemental immunities and vulnerabilities.
| Drained Player Race | New Immunity | New Vulnerability |
|---|---|---|
| Dragonborn (Lightning) | Immunity to Lightning | Vulnerable to Thunder |
| Fire Genasi | Immunity to Fire | Vulnerable to Cold |
| Sea Elf/Water Genasi | Immunity to Water | Vulnerable to Fire |
| Human/Dwarf/Elf | Immunity to non-magical slashing/peircing/bludgeoning damage | Vulnerable to Force Damage |
Narrative impact: the semi-liquid black and purple barrier that moves along the minotaur's body gains new colours if the minotaur uses the life absorption on elemental races.
Barrier Weakness:
The most effective way to shut down the Minotaur’s shield is to target the corrupted orb embedded in his left hand. This orb is the source of his power and the engine behind the Life Leech ability. A good hint for players to notice this is that the semi-liquid swirls around the orb, and once the barrier is activated, it comes to life.
Players who notice can either disarm it mid-combat or use magic to counter the spell. If the players want to remove the orb from his hand, they can make an ability check (DC 17), and they can use athletics to physically overpower and rip the orb out or sleight of hand to stealthily snatch the orb during the chaotic fight. If they are successful, the minotaur loses access to absorb a player's life force, the barrier no longer happens, and the Gorath takes 3d10 psychic damage. However, if they decide to counter the spell, then it temporarily suppresses the ability for one turn.
Action-Based Timer
Gorath uses the Change Statblock approach. He starts disguised as a frail minotaur, relying on allies and battlefield tricks. But unlike Thraxis, his transformation is dramatic, from cunning schemer into a corrupted juggernaut. The way the players handle his minions decides how powerful his second form will be.
Trigger & Effect
In the first phase, Gorath draws strength from fallen allies. As minions die, purple smoke seeps from their bodies and coils around him. The more allies who fall, the stronger his second phase form becomes.
Below is a chart with three outcomes:
| Player Intervention | Outcome |
|---|---|
| Zero to Three Allies Dead (Success) | Does not gain ability, and all his attacks deal 4 damage less. |
| Four to Seven Allies Dead (Partial Success) | Gains Vampiric Touch Spell, which is cast at level 5 and does d8 damage instead of the normal d6 damage. However, he does not gain a barrier. |
| Eight or More Allies Dead (Failure) | Gains a barrier when he uses the Vampiric Touch Spell equal to the amount of damage dealt. |
Foreshadowing for Players:
- When a minion falls their soul appears and screams as it is snatched away, becoming purple smoke that rapidly approaches and flows toward Gorath.
- Arcana or Perception DC 14 checks reveal: “The smoke is feeding him, his veins are glowing and bulging more with each soul.”
- Dialogue: Gorath whispers, “Your deaths will not be wasted… They are mine.”
Potential wats for them to try and stop him from gaining more strength in phase 2.
Speed and Fury
Gorath is a minotaur who has spent his life being ostracised by those around him for being born weak and different from the others. However, what he lacked in strength he made up for with intelligence. He was often the one to fix the problems that no one else could with ingenuity and clever thinking.
Yet even with his intelligence, he could not help in the war that plagued his homeland. He decided that it would be his duty to stop the fighting and prove that he is strong. Soon, he made a deal with the devil and gained the ability to rebuild the broken and grow stronger than ever. Each of his phases help show this ability by changing speed during combat and gaining a Fury Ability.
Flow of the Round
Phase One – Frail Survivor:
Gorath moves with deliberate, measured steps, leaning on a carved obsidian staff that serves both as his arcane focus and his support. He calls out instructions to his troops, guiding them on who to strike and how to attack while he stays toward the back of the cathedral. To help show the difference in speed between Gorath and his troops, his initiative decreases by 2 each round and his movement speed is 15 feet. By slowing him in both areas, it will really sell the idea that this boss is injured and slow.
Phase Two – Reborn in Blood:
As he transitions to phase two and he has changed forms from his injured self into a dangerous, large monster. His initiative now stays where it is, to show the new strength Gorath has gained through corruption. His limp and hunch is gone, and is able to move faster and with more power.
Fury Abilities
Gorath is unique and only gains a Fury Ability in the second phase. The ability he gains allows him to target a player and launch at them with great strength. As he lunges through the air and slams his weapon down upon his enemy, with the slam his corruption feeds through the blade dealing more damage. As he begins the ability as a bonus action the players see him move 10 feet forward as he drags his greatsword behind him, the greatsword carving into the earth while his eyes are locked onto a player. Below is a description of how the ability works and it recharges on a 7 and 8 when rolling a d8:
Melee attack: +10 to hit, within 30 feet of Gorath, one target. Hit: 25 (4d8+9) slashing damage.
As the blade hits the ground any creature within 10 feet of the impact point must make a DC 15 Dexterity Saving throw. On a failed save, they take 8 (2d8) necrotic damage and 6 (2d6) bludgeoning damage. On a successful save, take half damage.
The Fury Ability Gorath has is designed to show how he has become a brute as he lunges across the map and slams his sword into the ground sending out a necrotic blast destroying anything around him. He is chaotic and stronger and now uses that to try and dominate his opponents.
Cathedral Map
Passive objects:
- Sandbags: Provides half cover when firing from behind them.
- Rubble: Standing on the rubble imposes disadvantage on Dexterity saving throws.
- Unlit torches: At the back of the cathedral are unlit torches hiding enemies; any ranged attacks made against enemies in the dark are made with disadvantage.
Interactive objects:
- Dirt in your eyes: players can damage the bags and send dirt flying into creatures eyes who are 5 feet behind the bags.
- Banners: Players can cut down the banners and use them to grapple opponents, either one large or two to three smaller creatures.
- Extra gear: A fighter could use their bonus action to throw a sword from the weapons rack into an enemy.
- Chains: A rogue can use cunning action to swing 15 feet across and avoid opportunity attacks.
- Barrel of water: A druid can use a spell slot to create mini sharp icicles from the barrel of water and attack a creature, dealing 3d4 cold damage to them.
- Super kick: A barbarian can use a rage slot to kick the table into a group of enemies, dealing 1d6 damage.
Interactive Scenery: Shatterpoint Element
- Damaged Pillar: The pillar can be knocked down by the players. AC 14, hit points 80. The pillar collapses in a 20-ft line. Creatures below must make a DC 13 Dexterity saving throw. A target takes 3d6 bludgeoning and becomes restrained under the pillar on a failed save, or half as much damage and avoids the pillar on a successful save.
Interactive Scenery: Intuitive Element
- Unusual Pot: The players discover a pot with green liquid and smoke pouring out of it. Using an Investigation check DC 13, the players spot a nearby notebook. When reading it using Arcana or Nature check DC 15, they learn that this liquid is a potion that, when mixed with the right chemical, can become an airborne toxin. Any creature inside a 15-foot sphere at the start of their turn to make a DC 14 Constitution saving throw or take 2d6 poison damage.
Catacombs
Passive objects:
- Echoes: the corners of the rooms create an echo when someone speaks there. It makes any sound-based spells more deadly when cast in that area, dealing double damage and dazing an enemy if they fail a DC 14 Constitution saving throw.
- Graves: a creature who breaks an intact grave is targeted by an undead creature who rises from that grave.
Interactive Objects:
- Vines: The minotaur can charge at a creature, and if the minotaur misses, the player targeted has a chance to sacrifice an ability or class resource to push the minotaur into the vines, causing it to get stuck. The minotaur can break out with a DC 15 athletics check, but uses its action to do so.
Map 2.1: Gorath Boss Fight
(Cathedral)
Map 2.2: Gorath Boss Fight
(Cathedral)
After interactive scenery was used
Map 3.1: Gorath Boss Fight
(Catacombs)
Statblock: Phase 1
Gorath Blackmane
Large humanoid (minotaur), neutral evil
- Armor Class 12 (studded leather armor)
- Hit Points 68
- Speed 30 ft.
STR DEX CON INT WIS CHA Str 9 (-1) Dex 11 (+0) Con 8 (-1) Int 23 (+6) Wis 17 (+3) Cha 14 (+2)
- Saving Throws Int + 10, Wis +7
- Skills Insight +6, Perception +6, Intimidation +6
- Damage Immunities Necrotic, Poison
- Senses passive Perception 16
- Languages Common, Minotaur
- Challenge 7 (2,900 XP)
Traits
Spellcasting. Gorath is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): toll of the dead, produce flame, sapping sting. 1st level (5 slots): inflict wounds, ray of sickness, cause fear, false life. 2nd level (4 slots): wither and bloom, ray of enfeeblement, blindness/deafness. 3rd level (2 slots): vampiric touch, spirit shroud. 4th level (1 slot): blight, spirit of death.
Legendary Resistance (3/Day). If Gorath fails a saving throw, he can choose to succeed instead.
Phase One. When Gorath is reduced to 0 hit points, he does not die. Instead, all conditions affecting him end and he is replaced by Gorath Blackmane (Phase 2).
Actions
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage. Gorath can make this attack twice.
Bonus Actions
Rallying Cry. All allies within 10 feet gain 5 temporary hit points.
War Chant. Until the start of Gorath’s next turn, all allies within 30 feet add +2 to their damage rolls.
Battle Inspiration. One ally within 30 feet gains a d6 inspiration die usable on one attack roll, saving throw, or ability check within the next minute.
Reactions
Legendary Actions
Gorath can take 3 legendary actions, choosing from the options below.
Rallying Roar. Allies within 30 feet gain advantage on their next attack roll and 10 temporary hit points.
Shield of Flesh. An ally interposes themselves. Gorath gains half cover until the start of his next turn.
Call to Formation. Gorath and up to two allies may each move up to 20 feet.
Lair Actions
When fighting inside its lair, Gorath can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), gorath can take one lair action to cause one of the following effects:
Summon Reinforcements. Gorath lets out a loud roar. Roll 3d4 to summon fighters, rushers, and archers.
Collapsing Debris. Supports collapse. Creatures beneath must make a Dexterity saving throw or take 2d6 damage. The area becomes difficult terrain.
Reinforced Shields. Spiked shields rise at the rear of the arena, granting cover.
Gorath can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Statblock: Phase 2
Gorath Blackmane
Large humanoid (minotaur), neutral evil
- Armor Class 15 (studded leather armor)
- Hit Points 150
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 17 (+3) 18 (+4) Int 23 (+6) Wis 17 (+3) Cha 14 (+2)
- Saving Throws Str +11, Con +8, Dex +7
- Skills Athletics +11, Intimidation +7, Perception +5
- Damage Immunities necrotic, poison
- Senses passive Perception 15
- Languages Common, Minotaur
- Challenge 10 (5,900 XP)
Traits
Legendary Resistance (1/Day). If Gorath fails a saving throw, he can choose to succeed instead.
Barrier. Whenever Gorath uses a life leech spell, a barrier forms around him with up to 30 hit points; while the barrier is active, Gorath has resistance to all damage and gains immunity to damage types based on the race of the creature affected by the life leech.
Actions
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage. Gorath can make this attack twice.
Slam. Gorath targets a creature within 10 feet. The target must succeed on a DC 19 Strength saving throw or take 2d8 bludgeoning damage and be knocked prone. Gorath can use this attack twice.
Life Leech. Spell Attack: +10 to hit, one target. Hit: 5d8 necrotic damage.
Shattering Roar. All spellcasters within 30 feet must make a DC 14 Constitution saving throw or lose concentration.
Taunt. Gorath taunts one creature he can see. Until the end of Gorath’s next turn, both Gorath and the target have advantage on attack rolls against each other.
Bonus Actions
Armor Pulse. Creatures within 5 feet must make a DC 15 Strength saving throw or be pushed 15 feet away.
Relentless Pursuit. Gorath moves up to 30 feet without provoking opportunity attacks, but only toward the last creature that attacked him.
Fury Ability
Devastating Lunge. Melee Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 25 (4d8 + 9) slashing damage. When the blade strikes the ground, each creature within 10 feet of the impact point must make a DC 15 Dexterity saving throw, taking 8 (2d8) necrotic damage and 6 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. When hit by a melee attack, Gorath adds +4 to his AC against that attack.
Retaliate. When a creature within 5 feet misses Gorath with a melee attack, Gorath makes a melee weapon attack against that creature.
Legendary Actions
Gorath can take 3 legendary actions, choosing from the options below.
Crushing Blow. Gorath slams the ground. Creatures are pushed 10 feet away and knocked prone.
Seismic Toss. Gorath grabs a creature in melee range and throws it up to 30 feet. Both creatures must make DC 15 Dexterity saving throws or take 3d8 damage.
Stampede Dash. Gorath dashes 30 feet in a straight line. Creatures in his path take 2d10 damage.
Lair Actions
When fighting inside its lair, Gorath can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), gorath can take one lair action to cause one of the following effects:
Blinded by the Light. Creatures must make a Constitution saving throw or be blinded until the end of their next turn.
Gorath can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Epilogue:
With Gorath defeated in the Catacombs, his towering form finally falters. The rage that sustained him bleeds away, leaving only exhaustion and regret. His voice is weak, almost human again. “I have failed my people. I let this curse consume me for far too long… Please. End it. Bring me peace.” The fate of Gorath now rests in the hands of the character who struck the final blow.
If the Party Spares Him
When spared, Gorath’s monstrous body begins to collapse inward, bone and muscle receding as he shrinks back into his original form. He falls to his knees, shaking, and breaks down in quiet, broken sobs. The orb reacts violently. Muffled screams echo from within it, the voices of those he failed, those he tried to protect, now bound and furious. They curse him, accuse him, torment him from within the prison he created. Gorath clutches his head, unable to shut them out.
If the party chooses, they may escort Gorath back alive. Certain guilds or gangs may offer a greater reward for his capture, believing his knowledge, his curse, or his suffering still has value.
If the Party Kills Him
As Gorath’s life fades, the screams within the orb fall silent. His eyes meet the party’s one last time, and a faint, relieved smile crosses his face. “Thank you.” With his death, the party may claim his greatsword and the cursed orb that bound the souls within it.
If the party wishes to extract the orb without damaging it, they must carefully cut it free from Gorath’s body. One character must succeed on a DC 14 Sleight of Hand check to remove the orb intact. On a failure, the player accidentally slips and slightly damages the orb. The players can cut the arm off and take that with the orb (Either way the orb still has the same effects in Appendix D).
Closing Note
Whether Gorath is spared or slain, his story does not end cleanly. His curse leaves scars on the environment, leaving animals still cursed and the waters still looking darker than normal even on sunny days. On the souls trapped within the orb, and on the people who were affected by Gorath and his army. Some evils in the world may be defeated, but their effects still echo on throughout the world.
Appendix A: Gorath Encounter Chart
Weather Events
| d4 | Weather Effect |
|---|---|
| 1 | Fog: A heavy grey fog rolls in, obscuring vision beyond 10 ft. It moves against the wind and muffles sound, as though alive. |
| 2 | Hurricane Winds: Sudden gales tear through the trees, throwing leaves and branches in every direction. Makes it harder to walk, minus 10 feet of movement for all creatures. |
| 3 | Heavy Rain: The rain pours in endless sheets, turning paths to sludge and washing away tracks. Every sound echoes strangely in the downpour. |
| 4 | Thunderstorm: Lightning flashes, briefly revealing silhouettes off in the distance. |
Environmental Hazards
| d8 | Hazard |
|---|---|
| 1 | Roots shift beneath the players’ feet like living things, threatening to entangle or trip them. The ground bleeds when cut. |
| 2 | Pools of black water reflect scenes that don’t match the surroundings. Looking too long may cause confusion or false memories. |
| 3 | A fallen tree crackles with residual lightning energy. Touching it shocks for minor damage; striking it ignites a blue flame that doesn’t burn the wood. |
| 4 | A chorus of distant roars echoes through the mist. Each roar sounds closer than the last, until silence falls. Then something large moves in the fog. |
| 5 | Corrupted animals prowl the undergrowth: twisted boars, eyeless wolves, skeletal deer. They flee when light is shown at them, but follow sound. |
| 6 | Acidic rain begins to fall, hissing where it touches exposed skin or armour. The trees drip with steam. |
| 7 | A sinkhole opens suddenly beneath a moss-covered path. Falling in reveals a network of burial tunnels filled with bones. |
| 8 | Pillars of stone jut from the soil like gravemarkers. Some bear carvings of horns or names scratched out by claw marks. The closer the party gets to Gorath’s lair, the fresher the scratches become. |
Combat Challenges
| d8 | Encounter |
|---|---|
| 1 | A group of lizardfolk walk the forest path, an ambush for the party as minotaurs lie in wait among the trees and bushes. |
| 2 | A mutated bull, skin cracked and glowing faintly purple, charges from the brush, its horns dripping blood. |
| 3 | Dark thorned vines writhe to life and spit necrotic sap that burns through armour. |
| 4 | The players walk on soft moss and fail to notice how weak the ground is. It collapses beneath them, revealing a trap set by lurking lizardfolk below. |
| 5 | A desperate dwarf begs for help finding his friend; when found, the friend is surrounded by two minotaurs. |
| 6 | Minotaurs battle a bear to protect its cub; the outcome depends on whether the players intervene or watch. |
| 7 | The party finds a prisoner camp where humans and beastfolk are forced to work and gather resources to make weapons, food, and contraptions for the minotaur clan. |
| 8 | An open arena sits near the forest’s edge, where champions duel for coin and glory. The gold earned funds Gorath’s mission; if they manage to kill Gorath’s champion, they earn fame and take gold from Gorath. |
Exploration And Puzzles
| d8 | Encounter |
|---|---|
| 1 | A small cathedral can be explored, and hidden inside are peace offerings to Gorath from other clans. The party gains a small amount of gold and some poison. |
| 2 | An old battleground can be explored in a large hill through underground tunnels. Investigating, they see dead lizardfolk and one large minotaur who was blocked in. The minotaur wears the clan sigil. Gain advantage on history checks in this area. |
| 3 | As they spot several large creators in the ground, they see golden armour in the middle held up by a greatsword. The players see a skeleton that looks like the spine was ripped out from the body. The platters are about to grab the armour as they feel the ground shake and they fall into a pit. Suddenly, footsteps from above get louder. People are coming. Gain plate armour. |
| 4 | They come across ancient ruins and learn about the demon that Gorath made a deal with and the curse. The wounds of the chosen burn, further fueling the beast's anger and pain. Learn about his weaknesses. |
| 5 | The party sees a source of the darkness corrupting the beasts; it is a black, oozy river. It can be blocked to save non-mutated beasts. Gain advantage with animal handling in this area. |
| 6 | After not seeing the sun for so long, they begin to experience day terrors. If a character does not succumb to their worst horrors haunting them, then they gain proficiency in Constitution. |
| 7 | They spot a watchtower with no one in it. When climbing up it they find a floor board with weird scratches and a hole in it. When placed on the right fence facing a cathedral, they can spot a hole in the roof. Gain a second entry into the boss battle. |
| 8 | They find an old village intact and search the houses. They find in one house a hidden book, describing a summoning spell for demons and how powers work from certain ones. Learn how Gorath gains power when transitioning to his second phase. |
Appendix B: Maps
Gorath Boss Fight
Map 1
Gorath Boss Fight
Map 2 (Interactive Scenery Used)
Gorath Boss Fight
Map 2
Appendix C: Enemies
Minotaur Commander
Medium monstrosity, lawful evil
- Armor Class 17 (half plate)
- Hit Points 68 (8d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 14 (+2)
- Saving Throws Str +5, Con +5
- Skills Athletics +5, Intimidation +4
- Senses darkvision 60 ft., passive Perception 11
- Languages Abyssal
- Challenge 3 (700 XP)
Traits
Aura of Domination. Allied creatures within 10 ft. of the Minotaur Commander have advantage on their first attack roll each turn.
Actions
Multiattack. The Minotaur Commander makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) slashing damage.
Gore. Melee Weapon Attack: +5 to hit. Hit: 9 (2d8) piercing damage.
Minotaur Fighter
Medium monstrosity, lawful evil
- Armor Class 16 (shield, armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 9 (−1) 11 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages Abyssal
- Challenge 1/2 (100 XP)
Traits
Pack Tactics. The Minotaur Fighter has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Charge. If the Minotaur Fighter moves at least 10 ft. straight toward a creature and hits it with a gore attack, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Multiattack. The minotaur fighter makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) slashing damage.
Minotaur Ranger
Medium monstrosity, neutral evil
- Armor Class 14 (leather armor)
- Hit Points 27 (5d8 + 5)
- Speed 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 9 (−1) 14 (+2) 8 (−1)
- Saving Throws —
- Skills Perception +4, Stealth +6, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Abyssal
- Challenge 1 (200 XP)
Traits
Keen Hearing and Smell. The Minotaur Ranger has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
Actions
Multiattack. The Minotaur Ranger makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft. Hit: 7 (1d8 + 2) piercing damage.
Minotaur Brute
Large monstrosity, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 6 (−2) 12 (+1) 8 (−1)
- Saving Throws Str
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Abyssal
- Challenge 3 (700 XP)
Traits
Charge. If the Minotaur Brute moves at least 10 ft. straight toward a creature and hits it with a gore attack, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Lizardfolk
Medium humanoid (lizardfolk), neutral
- Armor Class 13 (natural armor)
- Hit Points 27 (6d8)
- Speed 40 ft., swim 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 7 (−2) 13 (+1) 7 (−2)
- Skills Perception +3, Stealth +6
- Senses passive Perception 13
- Languages Draconic
- Challenge 1/2 (100 XP)
Traits
Pounce. If the lizardfolk moves at least 20 ft. straight toward a creature and hits it with a claw attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Pack Tactics. The lizardfolk has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The lizardfolk makes two attacks: one claw and one bite.
Claw. Melee Weapon Attack: +4 to hit. Hit: 6 (1d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit. Hit: 7 (1d6 + 2) piercing damage.
Appendix D: Magic Items
Greatsword +2
melee weapon (martial)
Category: Items
Damage: 2d6
Damage Type: Slashing
Item Rarity: Rare
Modifiers: Melee Attack +2, Melee Damage +2
Blood-Fueled Strike: When attacking with this sword the player can choose to sacrifice their hp to deal more damage. For every 2 hit points lost they deal an extra 1 damage.
Properties: Heavy, Two-Handed
Weigth: 6
Orb of Unfinished Souls
wondrous item, rare (consumable)
Category: Wondrous Items
Item Rarity: Rare
Charges: 3
Effect: You release a blast of necrotic energy in a 100-foot long, 10-foot wide line. Each creature in the line must make a DC 16 Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much on a success.
After each use, the orb visibly shrinks and fractures. When the last charge is expended, the orb disintegrates into ash and the whispers fade.
Welcome to a one shot made by Zi Chin’s Guide to Epic Fights! This series is dedicated to using mechanics previously made and posted on the patreon.
You'll also find exclusive maps and upcoming expansions on Patreon.
Team Credits
- Michael Cheeseman — Lead Designer
- Karl Corallo — Artist (Footer, Background, and Zi-Chin's Tip Art)
- Finn McClusky — Master Coder
Documents: