Gorath - Boss Fight (short version)

by Cheesey093

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Gorath Blackmane

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, two lizards, one Minotaur Brute, two Minotaur Fighters, and four Minotaur Rangers.


Objective Based Susceptibility

The barrier Gorath has is one granted to him by the orb in his left hand. The orb has something swirling around in it; it appears to be a gaseous form with purple light flashing in the background. When Gorath drains enemies, the form can exit the orb temporarily and help Gorath fight.


The form it takes outside the orb is a semi-liquid black and purple ooze. That slinks around his body and protects him from any attack coming in by putting itself between Gorath and the impending attack. The ooze is unnatural and only alive due to the deal Gorath made.


Trigger Event:

As the players defeat the last of his loyal soldiers, the Gorath 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, glows violet and begins to hum violently.


Gorath's veins begin to send purple energy crackles up his arm, and slowly spread over his body. The energy surges become more erratic as the gaseous form rapidly swirls around inside the orb. He begins to breathe irregularly and unsteadily. His left hand and fingers begin to twitch and move, as necrotic gas begins to seep out of his palm. His dead soldiers begin to have the same gas seep out of them and travel to Gorath.


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 large black cloud swirling around the orb, and when out of the orb, it is a semi-liquid black-and-purple barrier lumping 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 5 Vampiric Touch Spell, he absorbs life energy from a player. The spell works as normal, but does a d8 of damage to the target and heals himself. He also gains a barrier of HP equal to the amount of necrotic damage dealt, 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.

Types of Barriers

Drained Player Race New Immunity
Dragonborn (Lightning) Immunity to Lightning
Fire Genasi Immunity to Fire
Sea Elf/Water Genasi Immunity to Water
Human/Dwarf/Elf Immunity to non-magical slashing/peircing/bludgeoning damage
Drained Player Race New Vulnerability
Dragonborn (Lightning) Vulnerable to Thunder
Fire Genasi Vulnerable to Cold
Sea Elf/Water Genasi Vulnerable to Fire
Human/Dwarf/Elf Vulnerable to Force Damage

Narrative Impact: the semi-liquid black and purple barrier moves along the minotaur's body and gains new colours based on who the minotaur uses the Vampiric Touch. For example, the ooze also gains blue veins along it, as Gorath did to a blue dragonborn.


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 enhanced Vampiric Touch. A good hint for players to notice this is that the gaseous form swirls around the orb, and once the barrier is activated, it comes to life. It becomes a semi-liquid which exits the orb to protect Gorath from being attacked.


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.


If Gorath is grappled or restrained, then players can roll with advantage to remove the orb from Thraxis' hand.


Action-Based Timer Boss Phase

Gorath uses the Change Statblock (change statblock means the boss has more than one statblock) approach. He starts as a frail minotaur who orchestrates his minions and utilises clever tactics to gain the upper hand. He faces a difficult decision as the battle continues, and more of his men die.


Gorath appears to have a heavy heart as he becomes more teary as he slowly drains his people, taking their souls and rest. When it is time, he transforms into his shadowy side. He becomes a towering, corrupted, abominable minotaur. His form exudes overwhelming dread and corruption as he now stands high above the players.


However, this form is only as strong as the players allow him to be. The players have a choice: attack Gorath or his minions. Depending on their choice it ultimately 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:

Types of Barriers

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) The Vampiric Touch Spell can now be 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.”
  • The players see the orb in his hand begin to become fuller, as the gaseous form begins to swirl faster and angrier inside with each soul gained.

Potential ways for them to try to stop him from gaining more strength in phase 2.

Speed and Fury

Gorath is a minotaur who has faced a lifetime of isolation, shunned by those around him for being born weak and different from his kin. Despite his lack of brute strength, he possessed a keen intellect, often stepping in to solve problems that left others stumped. His cleverness shone like a beacon in the shadows of his loneliness, allowing him to see solutions where others saw only despair.


But even intelligence had its limits when faced with the raging war tearing apart his homeland. A sense of duty welled up within him, driving him to end the conflict and prove that he was strong.


In a desperate bid for power, Gorath struck a deal with a devil. The price was steep, but the promise was tantalising: the ability to heal the broken and grow stronger than he ever imagined. With each transformation, he unlocked new phases that heightened his combat prowess, shifting his speed like a predator on the hunt. His newfound Fury Ability surged within him, a tempest of strength and cunning that he would wield to reclaim his place in a world that had long underestimated him.


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, 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 are gone, and he can 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 to dominate his opponents.


Interactive Environment: Cathedral Map

The Cathedral is where Gorath wants to die. He does not know whether he should or should not end it. But part of him wants to die, the other part still believes he is needed to protect his people. He does not know what is happening outside the cathedral, as the world becomes worse from his simply existing.


Passive objects:

  1. Sandbags: Provides half cover when firing from behind them.
  2. Rubble: Standing on the rubble imposes disadvantage on Dexterity saving throws.
  3. 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:

  1. Dirt in your eyes: players can damage the bags and send dirt flying into creatures eyes who are 5 feet behind the bags.
  2. Banners: Players can cut down the banners and use them to grapple opponents, either one large or two to three smaller creatures.
  3. Extra gear: A fighter could use their bonus action to throw a sword from the weapons rack into an enemy.
  4. Chains: A rogue can use cunning action to swing 15 feet across and avoid opportunity attacks.
  5. 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.
  6. 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

  1. 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

  1. 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.

Interactive Environment: Catacombs

In here, he feels most at peace, and he is ready to fight to his death. His parents and sister were both buried here. They are the reason he became this monster, and he would like to die here where they can see the monster they brought pass into the shadow of time.

Passive objects:

  1. 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.
  2. Graves: a creature who breaks an intact grave is targeted by an undead creature who rises from that grave.

Interactive Objects:

  1. 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 1.1: Gorath Boss Fight

(Cathedral)

Map 1.2: Gorath Boss Fight

(Cathedral)

After interactive scenery was used

Map 2.1: Gorath Boss Fight

(Catacombs)

Statblock: Phase 1



Gorath Blackmane

Medium humanoid (minotaur), neutral evil


  • Armor Class 12 (studded leather)
  • Hit Points 67 (15d10 − 15)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
9 (−1) 11 (+0) 8 (−1) 23 (+6) 17 (+3) 14 (+2)

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +9, Insight +6, Perception +9
  • Damage Immunities necrotic, poison
  • Senses darkvision 60 ft., passive Perception 19
  • Languages Abyssal, Common
  • Challenge 7 (2,900 XP)

Traits

Legendary Resistance (2/Day). If Gorath fails a saving throw, he can choose to succeed instead.

Slow Initiative. Gorath’s initiative count is reduced by 2 at the end of each round. If this reduction would cause his initiative to drop below 1, his initiative instead becomes 20 at the start of the next round, and he cannot take actions or reactions until then.

Phase Transition. 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).

Magic Resistance. Gorath has advantage on saving throws against spells and other magical effects.

Spellcasting. Gorath is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He 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.

Actions

Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8) bludgeoning damage. Gorath can make this attack twice.


Bonus Actions

Rallying Cry. Gorath bolsters his allies. Each allied creature within 15 feet of him gains 10 temporary hit points.

War Chant. Until the start of Gorath’s next turn, each allied creature within 15 feet of him gains a +2 bonus to attack rolls and damage rolls.

Battle Inspiration. Gorath inspires his allies. Each allied creature within 15 feet of him gains one d4 inspiration die, which it can add to one attack roll, saving throw, or ability check it makes before the start of Gorath’s next turn.


Legendary Actions

Gorath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn.

Shield of Flesh. One allied creature within 10 feet of Gorath interposes itself. Until the start of Gorath’s next turn, any attack that would hit Gorath instead hits that ally.

Call to Formation. Gorath and up to two allied creatures within 15 feet of him can each move up to 20 feet in the same direction without provoking opportunity attacks.

Coordinated Strike. Gorath commands an ally he can see within 30 feet. That ally can immediately make one weapon attack as a reaction.


Lair Actions

When fighting inside his lair, Gorath can invoke its ambient magic. On initiative count 20 (losing initiative ties), Gorath can take one of the following lair actions. Gorath can’t use the same effect two rounds in a row, and he can’t repeat an effect until all have been used.

Summon Reinforcements. Gorath lets out a commanding roar. Roll 1d4 for each of the following enemy types: minotaur fighters, minotaur rangers, and lizardfolk. The result for each roll is the number of creatures of that type summoned in unoccupied spaces within the lair. They enter from a hole in the roof in the end of the cathedral.

Collapsing Debris. Minotaur rangers within the lair target structural supports. Gorath chooses a number of 10-foot-radius areas equal to the number of minotaur rangers currently present. Each creature in a chosen area must make a DC 11 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected areas become difficult terrain.

Lights Out. Gorath clenches his fist and can turn off whatever open flames he wishes to within 120 ft.

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)
  • Hit Points 210 (20d10 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 18 (+4) 23 (+6) 17 (+3) 14 (+2)

  • Saving Throws Str +11, Dex +7, Con +8
  • Skills Arcana +10, Athletics +11, Insight +7, Intimidation +6, Perception +11
  • Damage Immunities necrotic, poison
  • Senses passive Perception 15
  • Languages Common, Minotaur
  • Challenge 12 (8,400 XP)

Traits

Legendary Resistance (1/Day). If Gorath fails a saving throw, he can choose to succeed instead.

Charge. If Gorath moves at least 10 feet straight toward a creature and hits it with an attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

New Abilities. Based on how many enemies the characters killed in the previous phase, Gorath gains the following benefit:

  • 0–3: Gorath gains no benefit, and his attacks deal 4 less damage.
  • 4–7: Vampiric touch deals an additional 1d8 necrotic damage.
  • 8 or more: When Gorath uses vampiric touch, he also gains a barrier (see Barrier).

Barrier. When Gorath deals damage with vampiric touch, he gains a barrier with up to 30 hit points. While the barrier lasts, Gorath has resistance to all damage and gains an additional damage immunity based on the creature drained (DM’s discretion).


Actions

Multiattack. Gorath makes two attacks with his greatsword or two slam attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Slam. One creature within 10 feet must succeed on a DC 19 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.

Vampiric Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (5d8) necrotic damage.

Taunt. One creature Gorath can see within 30 feet has advantage on attack rolls against Gorath until the end of Gorath’s next turn, and Gorath has advantage on attack rolls against that creature.


Bonus Actions

Armor Pulse. Gorath releases a burst of force. Each creature within 5 feet of him must succeed on a DC 19 Strength saving throw or be pushed up to 15 feet away.

Relentless Pursuit. Gorath moves up to 30 feet toward a creature that damaged him since the end of his last turn. This movement does not provoke opportunity attacks.

Fury Ability: Devastating Lunge. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

On impact, necrotic force erupts at the point of contact. Each creature other than Gorath within 10 feet of the target must make a DC 19 Dexterity saving throw, taking 15 (2d8 necrotic + 2d6 bludgeoning) damage on a failed save, or half as much damage on a successful one.


Reactions

Parry. Gorath adds 4 to his AC against one melee attack that would hit him. To do so, Gorath must see the attacker and be wielding a melee weapon.

Retaliate. When a creature within 5 feet of Gorath misses him with a melee attack, Gorath can make one melee weapon attack against that creature.


Legendary Actions

Gorath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.

Crushing Blow. Gorath strikes the ground. Each creature within 10 feet of him must succeed on a DC 19 Strength saving throw or be knocked prone.

Seismic Toss. Gorath grabs one creature within reach and hurls it up to 30 feet to an unoccupied space he can see. The thrown creature and one creature in the landing space must each make a DC 19 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Stampede Dash. Gorath moves up to 30 feet in a straight line. Each creature whose space he enters during this movement must succeed on a DC 19 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.


Lair Actions

When fighting inside his lair, Gorath can invoke its ambient magic. On initiative count 20 (losing initiative ties), Gorath can take one lair action. Gorath can’t use the same effect two rounds in a row.

Blinded by the Light. Radiant-tainted soul energy erupts throughout the lair. Each creature of Gorath’s choice within the lair must succeed on a DC 18 Constitution saving throw or be blinded until the end of its 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.

Social Interactions

d8 Encounter
1 Three cultists kneel before a cracked stone altar, muttering praises to “the Bull Who Broke the Sky.” They speak of Gorath as a saviour, not a monster.
2 The party discovers a ruined village from Gorath’s first conquest. Scorched banners still hang, and burnt journals describe the day one creature crushed two thousand men. The final entry trails off mid-sentence.
3 A wounded druid-hunter tends to dying animals. He explains he’s studying mutations spreading through the forest, searching for the cause and that the curse began after Gorath’s rise.
4 Among rows of moss-covered graves, a group of minotaurs protect the grave site. The players notice that the graveyard is split into two clan groups and the minotaurs honour both sides by lighting candles.
5 A pair of spies lurk among the trees, studying Gorath’s movements. Detecting them requires a DC 15 Perception check. If found, they’ll trade intelligence about upcoming raids for supplies.
6 Travelling through the mists, the players find a desecrated shrine half-sunken in the mud. A blood-stained inscription reads: “Honour became hunger.”
7 A patrol of forty corrupted clan soldiers marches through the swampy terrain, their torches casting sickly light. The party can observe or flee; a direct confrontation could be fatal.
8 A ragged bard sings softly beneath a rotting tree, strumming an instrument of bone. He tells stories of Gorath’s mercy, the lies that keep peasants from rebelling.

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)

  • 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 +6
  • 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.

Gorath Boss
Fight

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.

Documents:

  • Page 1: Jarel Threat – Battle-Rage Blessing
Team Credits
  • Michael Cheeseman — Lead Designer
  • Karl Corallo — Artist (Footer, Background, and Zi-Chin's Tip Art)
  • Finn McClusky — Master Coder
 

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