Minotaur’s
Bane
The Minotaur Trology - Part 3
Credits and Legal
Design: JVC Parry & Phil Beckwith (with assistance from Ken Carcas)
Editing: Ken Carcas
Concept: Phil Beckwith
Cartography: Elven Tower & Phil Beckwith
Layout: Phil Beckwith
Proofing: Ken Carcas, Esteban Arroyo
Internal Art: Gary Dupuis (Purple Duck Games), Dean Spencer,
DMs Guild Creator Resource, Zsuzsa Fige, Jack Holliday, Tommi Salama,
Shutterstock (94878622), Claudio Casini ART, Jacob E. Blackmon,
AdobeStock (211502063, 209179037, 144062656, 87042691, 83661265),
Cover: Shutterstock (Image 399359110)
Playtesters: Michael Darrett, Joanna Lynn, Andrealiz Martinez, Heather Clyde,
John Sronce, Jeff Clyde, Madison Clark, Ali Soliman, Glorimar Osorio, Javier Jimenez,
Nelson Quiñonez, Edwin Pacheco.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
Copyright © Phil Beckwith (P.B. Publishing) 2018
1
Contents
Credits and Legal...............................................1 Baphomet's Domain - Layer Three............... 33
Introduction.......................................................3 Portal Entry & Corridor.................................... 33
Adventure Synopsis............................................. 3 Rooms................................................................... 34
Starting the Adventure........................................ 4 R1. The Champion's Trophy Room.............. 34
The Cursed Banner.......................................... 4 R2. Trapped Chamber.................................... 35
Entering the Abyssal Rift................................. 5 R3. Realm of the Pale Night......................... 36
Party Limits & Events...................................... 6 R4. Demon Chamber..................................... 38
R5. Spawning Pit............................................ 38
The Eternal Battlefield - Layer One.................8 R6. Prison......................................................... 39
General Features.................................................. 8 R7. Torture Chamber..................................... 40
Events...................................................................... 9 R8. Sacrificial Shrine..................................... 41
E1. The Enemy of My Enemy......................... 9 R9. Loot Hoard................................................ 43
E2. Charging Bull.............................................. 9 R10. Kennels.................................................... 43
Demonic Hunters............................................... 10 R11. Ankashar Corridor................................ 44
Tanarukk Attack.............................................. 10 R12. Statuary Corridor.................................. 44
Random Encounters.......................................... 11 R13. Scything Blades..................................... 44
Spectral Warriors............................................ 11 R14. Baphomet's Throne.............................. 46
Cultists............................................................... 11
Wraiths.............................................................. 12 Epilogue........................................................... 48
Demons............................................................. 12 Milestone #3 Level Up!...................................... 48
Orcs/Minotaur.................................................. 12 Appendix A - Monsters & Men....................... 49
Historic Scene (HS)........................................ 13 Appendix B - Magic Items.............................. 62
Escaping the Abyssal Rift................................. 14
Appendix C - Appendix Reference Page....... 63
Locations in the Eternal Battlefield................ 15
B1. Astarte's Yurt............................................. 15
B2. Varg-Kala Tower....................................... 17
B3. The Siege................................................... 19
B4. Demon Chasm.......................................... 21
B5. The Arena.................................................. 21
Milestone #1 Level Up!...................................... 22
Maze of the Minotaur - Layer Two................. 23
General Features................................................ 23
Mapping for DMs................................................ 25
Splitting the Party & Familiars........................ 25
Areas of the Maze .............................................. 25
M1. Wayward Woods...................................... 25
M2. Razorvine Snarl....................................... 25
M3. Razorvine Tangle..................................... 26
M4. Hysteria Hall............................................ 26
M5. Daedalus................................................... 28
M6. Catacombs................................................ 28
M7. Dead End Arena...................................... 29
M8. Lava Labyrinth......................................... 30
M9. Baphomet's Brute................................... 31
Milestone #2 Level Up!...................................... 32
2
Introduction
M
inotaur’s Bane is a Dungeons The Tale of the Banner. Ancient tales tell of
& Dragons 5e adventure a vile hero of orcs called Theghlit Wrathswon,
designed to be completed in who crusaded against the forces of good; men,
about 10-16 hours of play. The elves and minotaur alike. Some say that Theghlit
combat encounters have been was the son of Gruumsh; He Who Watches, the
calculated to present a tough undisputed ruler of the orc pantheon. Legend
challenge for four characters of 8th level – that says that when Theghlit gouged out his eye in
is, APL (average party level) is 8. honor of Gruumsh, a flame ignited in the socket,
driving Theghlit to ceaseless slaughter.
To assist the DM in finding references Eventually, Theghlit met his match against
to creatures and resources, an Appendix Minos, the Father of All Minotaur. Legend tells
Reference Page (ARP) has been included at the that the two demigods fought for days, destroying
end of the adventure. Any creature, resource or the earth around them. Eventually, however,
rules reference appearing in BOLD or Italics Minos landed a fatal blow upon Theghlit
(excluding skill checks and saves) will point you Wrathsworn, pinning him to the ground with
to the Appendix Reference Page found at the his golden horns. As Theghlit passed into the
end of this publication. domain of Gruumsh, it is said that a portion of
his soul was trapped in the banner he wore atop
Not every loose end is tied up in the following his shoulders. This became known as the Banner
text, nor every possible reaction accounted for. of Gruumsh.
Be ready to improvise and do so with confidence! Unbeknownst to most, Gruumsh’s son’s
Unless stated otherwise, assume NPCs have the soul is not the only soul trapped within the
stats of a Commoner. banner. The pure fury and warmongering of
Theghlit, combined with the bestial form of
Minos, attracted the attention of even fouler
Adventure Synopsis forces. From the deepest depths of the Abyss,
In the last installment of this adventure series, Baphomet, The Prince of Beasts, stirred. He
Minotaur’s Betrayal, the loyal and honorable saw the violence between generations of orc
minotaur led by Astarte were betrayed by a and minotaur as an opportunity to corrupt the
sect within their own ranks led by the arrogant Material Plane. Centuries of war allowed him
and reckless Theron. He joined forces with the to sneak his influence into the banner, waiting
Orcs of Varg-Kala to betray Astarte and take the for the day when enough blood has been spilled
minotaur encampment for his own. In return, the in the name of war for him to muster a physical
orcs were given an ancient artifact, the Banner of form.
Gruumsh. When the characters fight through the Orcs
Hopefully, your party managed to mediate of Varg-Kala, their actions are enough to bring
the conflict between the orcs and the minotaur, Baphomet to the Material Plane.
through violent means or otherwise. They may Once in the realm of mortals, Baphomet
even have recovered the banner from its current cleaves a great rift into the earth, an extension
owner, Guthma One Eye. What the party, orcs, of his layer of the Abyss; The Endless Maze. The
and minotaur don’t know is the true history of remaining minotaur and orcs become trapped
the Banner of Gruumsh. in the rift, corrupted by his demonic influence,
threatening the future of the world.
Characters will have to delve deep into
the madness of the Abyssal Rift to confront
Baphomet, defeating his weakened physical form
and banishing him back into the Abyss.
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Starting the Adventure The Cursed Banner
When the players get their hands on the Banner Read or paraphrase the following:
of Gruumsh at the end of Minotaur’s Betrayal
and begin their journey back to their destination
to return it, they are accompanied by the A strange figure appears some distance ahead
inherited Minotaur leader, Perseus. along the side of the road. They walk with
haste towards you.
As the figure draws closer, read or paraphrase
the following:
The figure comes into clear view now. The
man seems to be a sage of some sorts, wear-
ing white robes, carrying a staff in one hand,
and a scroll in the other. He somehow seems
to be able to see through the blindfold that
covers his likely sightless eyes.
Once close enough to interact with the sage, read
or paraphrase the following:
“Stop! The lot of you! Stop right there!” the
old man shuffles closer, pointing his staff at
the party.
“Do you know what you hold?”
At this point, allow the characters to interact
with the sage, for roleplaying tips refer to the
Appendix A – Monsters & Men.
Arlon Silverstom discussion points
• Arlon introduces himself as an acolyte from
the nearby town, and on hearing of the
banner’s recent retrieval, he suspected that
it might be a device of an unnamed demon
lord. A few years ago he had discovered a text
relating to the banner’s story (see Adventure
Synopsis) in an ancient tome.
• Arlon then warns the characters that the
banner may be cursed by the foul demon.
• Next, he tells the characters that it must
be destroyed! At this, Perseus scoffs and
becomes agitated.
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As soon as the warning is mentioned to the area, Arlon urges the arty to enter the rift and
characters, read or paraphrase the following: end Baphomet’s return before his hold on the
material world becomes too great.
Suddenly the banner materializes in Perseus’
Honor Bound. Perseus is beside himself with
hands and begins to ripple and flutter, despite
grief, having lost his temper and blaming himself
a lack of wind. The ragged fabric transforms for the dishonorable conduct that caused the
into some kind of skin, mottled with patches rift to appear. He advises the party that it is his
of coarse hair. honor bound duty to attempt to stop Baphomet,
A symbol appears on the banner; a twisted, with the party’s help or not.
circular maze awash with blood.
Arlon’s Task. Arlon dedicates himself
“Baphomet’s symbol! Quick, before we are
to warning the town and assisting with its
too late!” the old acolyte turns to lead you evacuation. He leaves the party as soon as he
towards the nearby town on the horizon. can, as time is of the essence.
Terrified by this unexpected demonic ap- If the PCs request more information from
parition, Perseus instinctively points to the Arlon before leaving to enter the first layer, the
acolyte. sage also says, “At this rate, the town will be
swallowed into the demonic rift within the
“This is your sorcery old man!” the horned
day".
leader accuses him, throwing the banner to
the ground.
“No!” yells Arlon, but it is too late. Entering the Abyssal Rift
The earth begins to shake, the tremor seem- To defeat Baphomet, the characters must venture
ingly coming from within the banner. down into the Abyssal Rift. Although from the
An enormous fracture tears from it, through Material Plane, the rift appears to have cleaved
into the earth, the truth is that it is a portal to a
the earth, and engulfs an area as far as the eye
demiplane, corrupted by the demonic nature of
can see. In its place, an Abyssal landscape ap-
Baphomet, Prince of Beasts.
pears below with a mighty eternal battlefield
of spirits raging from within. A successful DC 15 Intelligence (Arcana)
check reveals that the rift is a portal. To enter the
Much of the surrounding land, including the Abyssal Rift, characters have a few options:
remaining minotaur and orcs, have been pulled
down into the rift with an unstoppable force, the • Any character capable of flight can enter the
party are thrown from their feet to the edge of demiplane without issue.
the rift, unable to do anything but watch as the • A character which jumps down falls 100 feet
landscape warps with demonic chaos. before hitting the ground, taking 70 (20d6)
bludgeoning damage.
Baphomet’s challenge. Leering out of the • Characters can attempt to scale the edge of
Abyssal Rift is a towering, bestial figure. Its form the rift, which requires a DC 16 Strength
is like that of a minotaur, with matted black hair (Athletics) check; failure results in the
and six iron horns. An infernal fury burns in the character falling. Ropes or climbers’ kits can
eyes of the beast, who beckons the characters, be used to gain advantage on the check or
taunting them into entering his new domain, and mitigate the fall.
then the visage disappears. • Alternatively, any effect which teleports the
characters to a visible or known location can
Hook. The acolyte, Arlon, notes with urgency get the characters into the rift.
then points out that the rift is slowly growing
and will soon swallow his nearby home town.
It is within eyeshot, and the party can see this
clearly. To save the land from this evil threat
and because they last standing heroes in the
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Party Limits & Events
As Minotaur’s Bane is designed for a party
of 4 level 8 characters at the beginning of the
adventure, it is important to place a capped
limit on the amount of allies the party can
amass, else the adventure becomes far too easy
and less challenging. A good rule of thumb is
to limit the party to 7 characters of PCs and
minotaur/orc NPCs.
For example, a party of 4 PCs and Perseus
(NPC) at the beginning of the adventure should
only be allowed to gather another 2 allies of
either orc or minotaur.
Note: Any NPC that is not an orc or minotaur
should be exempt from this rule.
Minotaur Allies. All minotaur allies
accompanying the party in this adventure
should us the Minotaur Veteran stat block
provided in Appendix A of this book.
Orc Allies. All orc allies accompanying the
party in this adventure should use the Orc stat
block provided on page 246 of the Monster
Manual.
Baphomet’s Effect. At any time of immense
stress, horror, or at the start of combat, have all
minotaur allies within the party attempt a DC
12 Wisdom saving throw. On a failed save, a
minotaur reverts to their base instincts, and
attacks their former allies in a frenzied rage. In
this case, use the Minotaur stat block found on
page 223 of the Monster Manual for each of
them.
Note: This is a chance to feed the players
some information about Baphomet.
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The Eternal Battlefield - Layer One
T
he Eternal Battlefield is the largest instance, by providing your players with small
layer of the Abyssal Rift, stretching snippets of the battle raging about them, you
on for several hundred feet. It is continue to ensure that the right mood is set for
essentially a miniature hex crawl, in the adventure. An example might be:
which each hex presents the chance “As you weave your way through the spiritual
for a random encounter, holds a set clashing of swords, armor and blood sprays, the
encounter for the players to stumble across, sudden visage of a raging minotaur barbarian
or an opportunity for those events listed below charges at you. It passes right through you and
to trigger. There are several important and on your other side the spirit of the Minotaur
recognizable locations within the layer, but most crashes, horns first, into a large group of Orc
of the chaotic landscape is a wasteland, overrun footmen. The gory scene quickly becomes
by spectral warriors locked in an endless war. absorbed by the chaos of raging battle around
The important elements to take note of during you.”
travel in the eternal battlefield are detailed below.
Navigation & Hexes. Each hex on the
General Features landscape map covers 60 feet of movement.
The following features are common throughout Essentially a character can move through 1
the Eternal Battlefield: entire hex in two rounds at a normal pace
(unless a feature or effect dictates greater
Endless War. This layer of the Abyssal Rift movement speed). Characters can move through
manifests the spirits of the thousands of orcs an entire hex in one round if moving at fast pace/
and minotaurs who died during Baphomet’s dashing. If moving at a fast pace for more than
ascension. Masses of spectral warriors fight each one hex, a character must succeed a DC 10
other, only attacking the characters if they start Constitution saving throw; failure results in that
a fight. When a character enters a new hex, and character suffering one level of exhaustion. All
there are no other encounters to depict, feel free characters move at the same movement speed
to get creative with describing the scenery. For unless in combat, then their specific movement
speed is applied.
Light. The entire layer is dimly lit by an
unknown source of grey light. This light drains
all the color from the area, akin to darkvision.
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Landscape. The landscape of the Eternal
Battlefield is littered with 10-foot spires of craggy Events
broken earth. It is possible for the characters to The following events take place at the point in
scale these spires to get a better visual vantage time indicated under ‘Conditions’ within the
point over the masses of spiritual battles event description:
transpiring. If they do this, they know all of the
major locations within the Eternal Battlefield. E1. The Enemy of My Enemy
Conditions:
Noise. The constant sounds of raging battle • After the 1st encounter, or
in this layer cannot be ignored. Any Wisdom • The 1st time the party comes within 2 hexes
(Perception) checks that rely on hearing has of the rift’s walls.
disadvantage.
Whilst in the Eternal Battlefield, the characters
Resting. Characters are unable to take long spot four orcs attempting to scale the walls of
rests whilst on the Eternal Battlefield but may the rift. They appear to have some rudimentary
take short rests, likely in the shelter of a spire of climbing gear and have made it around halfway
craggy earth. At the end of each rest, characters up the walls. They are about to be set upon by a
are subject to the Madness of Baphomet. patrolling chasme demon. Even if the players
feel happy to let the orcs perish, Perseus urges
Vision. Line of sight is minimal within the the party to help, recognizing that the party will
Eternal Battlefield due to the Endless War of need all the help that they can get. There is no
spirits raging around the characters, and the honor in letting petty old squabbles hinder the
spires of cragged earth standing 10-foot tall. This success of the party’s mission.
blocks vision at ground level to 60 feet in total
(essentially one hex). E2. Charging Bull
Conditions:
Portal to Layer 2. Hidden in the demonic yurt • After the second encounter, or
of Astarte (B1), the heroes can find the portal • Just prior to entering the Area B1 - Astarte’s
that transports them to Maze of the Minotaur Yurt
– Layer 2. This should be easily recognizable
when found, though any demon or cultist in The party notice a rogue minotaur who has been
the Eternal Battlefield divulges its location and corrupted by Abyssal energy. The creature is
usage if captured and interrogated. The party warped and mutated, with an extra pair of arms
may also discover its existence via a letter found and spiraling horns blazing with flames. The
on a slain cultist, as described in Astarte’s Yurt beast has clearly gone insane and is attacking
(B1). a group of two orcs. They are trying to kill the
creature but it’s no mean feat.
Perseus is uncomfortable seeing one of his
own disfigured and corrupted in such a fashion
and wishes to mercy slay the creature. The
Minotaur's Bane - The Minotaur Trilogy part 3
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minotaur leader heavily suggests that the party Characters can increase or decrease the
attempt to team up with the orcs, with the hope pursuit level in the following ways:
of recruiting those that survive.
• Decrease the pursuit level by 1 by moving
Corrupted Minotaur. The corrupted minotaur at a fast pace between hexes whilst out of
uses the stat block of a normal minotaur with combat.
the following changes: • Decrease the pursuit level by 1 for each time
the characters succeed on a group Dexterity
• Its type is fiend (demon) and its alignment is (Stealth) check versus the tanaruuk's
chaotic evil passive Perception.
• It has an AC of 16 (natural armor) • Decrease the pursuit level by 1 if the party
• It has 125 hit points. splits into two or more groups. Each group
• It has resistance to cold, fire and lightning becomes a separate party for the purposes of
damage. determining random encounters.
• It has immunity to poison damage and the
poisoned condition. • Increase the pursuit level by 1 each time
• Its Challenge Rating is 5 (1,800XP) the party has a random encounter with one
• It has the feature: Magic Resistance. The or more creatures unless the encounter is
demon has advantage on saving throws made bypassed or avoided entirely.
against spells and other magical effects. • Increase the pursuit level by 1 each time the
• Its Gore attack deals an extra 7 (2d6) fire party fails a group Dexterity (Stealth) check
damage. by 5 or more against the tanarukk’s group
passive Perception score.
After the battle, a successful DC 8 Charisma • Increase the pursuit level by 1 each time the
(Persuasion) check recruits the remaining party search an area by attempting at least
orcs; failure, or a full party of 7 characters (see two Intelligence (Investigation) or Wisdom
Introduction), results in the orcs stating “… every (Perception) checks.
orc for themselves …” and proceed to head
south towards the walls of the rift to escape.
Tanarukk Attack
Demonic Hunters Situation
Whilst on this layer of the Abyssal Rift, the When the pursuit level reaches 5, the tanarukks
characters are constantly being hunted by a spot the party. At this point, the pursuit might
group of four tanarukks. The closeness of the become an encounter if the characters spot the
tanarukks is measured by a pursuit level, 1 being tanarukks and engage them. The characters
furthest away, and 5 being so close that the might try to run, at which point a chase scene
party encounters them. It begins at 3, with the ensues, or they might stand and fight.
tanarukks not too far behind the characters. If
the pursuit level reaches 5, the tanarukks catch Creatures
up with the characters (see Tanarukk Attack). 4 x Tanarukks
Whilst on the Eternal Battlefield, characters
can never completely lose their hunters. Once Tactics
the tanarukks enter persuit level 4, a passive If the adventurers flee and successfully escape,
Perception of 16 or higher notices them they lower the pursuit level back to 4 and begin
following the party. avoiding their pursuers again.
1. The tanarukks aim is to destroy the
characters.
2. They gang up on any character they catch up
with and show no mercy.
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Treasure Tactics
The party find on the bodies of the Tanarukks: The spectral warriors first salute the party with
• 1 x Potion of Poison their weapons as their charge forward.
• 3 x Symbols of Baphomet (bone disks with
a demonic bulls heads carved into them) 1. They move to surround the party as best as
hanging from course iron chains possible.
• 1 x Minotaur hide loincloth 2. Next, the spectral warriors swing to hit the
• 3 x bloodied Greatswords. characters with translucent longswords,
which are essentially an extension of their
Development visage, and in effect attack with their Life
Once all three tanarukk hunters have been Drain action.
disposed of, the party may travel through the 3. Combat continues until either all spectral
Eternal Battlefield without being hunted by warriors are defeated, or the party attempts
further tanarukks. to flee and escape, at which point a chase
scene ensues. The spectral warriors will not
pursue the party once they pass into a new
Random Encounters hex area.
On entry of any new hex within the Eternal
Battlefield, roll on the following Random Cultists
Encounters table to see if the characters
encounter anything unusual.
Situation
The party encounters a group of cultists led by
a cult fanatic roaming across the battlefield in
Random Encounter Table the search of lost souls to sacrifice to Baphomet.
d20 Encounter They are slowly making their way toward area
B1, to get to the second layer of the Abyssal Rift.
1-11 Nothing The cultists may be accompanied by allies, souls
12 Spectral Warriors already lost to the corruption of Baphomet.
13 Cultists
14 Wraiths Creatures
2d4 x Cultists
15 Demons
1 x Cult Fanatic
16 Orcs/Minotaur
17-20 Historic Scene Roll on the table below to determine which, if
any, cultist ally is present:
Spectral Warriors Cultist Ally Table
Situation d8 Ally
As the party trek across the landscape, a few 1-4 No ally
spectral warriors come charging toward them, 4-5 1d4 corrupted minotaur
weapons drawn. The warriors have a 50%
chance of being minotaur or orcs. Characters
6-7 1d4 corrupted ogres
with a passive Wisdom (Perception) of 14 or 8 1 ankashar
higher notice that something is wrong, and that
the warriors are charging them specifically, not Tactics
just partaking in the eternal battle raging around 1. If the party follow the cultists, they must
them. succeed a group Dexterity (Stealth) check
contested by the highest passive Wisdom
Creatures (Perception) in the cultist group. If they
1d6+2 x Spectral Warriors succeed, they can tail the cultists to Area B1.
2. If the party kill the group, they can loot their
bodies.
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Treasure Tactics
The characters find: 1. The demons attempt to knock the characters
• Any weapons from the bodies unconscious rather than kill them. If they
• 7 (2d4+2) bloodstones (worth 50gp each). manage to do so to all the characters, they
drag them to the final layer of the Abyssal
Rift for Baphomet to torture.
Wraiths 2. There is a 25% chance that the demons
already have 1d4 enslaved minotaurs or
Situation orcs in tow. Despite their previous feelings,
A warband of wraiths atop warhorse skeletons
any rescued prisoners join forces with the
emerge from the spectral battlefield, making
party, recognizing that the demons are the
their way toward the party. These undead spirits
true enemy. However, if the party has 7 or
are manifestations of previous foes the party
more members already (refer to Chapter 1 –
have defeated, be them named characters or
Introduction), the freed slaves wish to simply
otherwise.
escape from the rift. They part ways with the
party unless the heroes offer assistance to
Creatures their escape efforts.
1d4 x Wraiths
Amount of wraiths x warhorse skeletons
Orcs/Minotaur
Tactics
As the party fight with the wraiths, they have Situation
flashbacks to previous battles they have fought. The party have come across a small party of
After a wraith is killed, the character that dealt either Orcs or a lone Minotaur Veteran (50%
the killing blow must succeed a DC 15 Wisdom chance of either). Either is stranded in the
saving throw or gain a Short-Term Madness. Abyssal Rift and trying to scout their way out of
the chaotic landscape and make their way back
to the Material Plane.
Demons
Creatures
Situation 2 x Orcs
Demonic agents of Baphomet are strewn or
throughout the Eternal Battlefield, searching for 1 x Minotaur Veteran
the stranded minotaurs, orcs and other races
from the Material Plane. They hope to capture
Tactics
these souls and bring them to the Prince of
1. Any orcs are far from courteous toward the
Beasts for sacrifice.
characters but realize that the demons are
the real enemy and join forces if offered the
Creatures chance. There may be a standoff between the
Roll on the table below to see which demons the party and the group beforehand, as they try to
party encounter: assess each other’s motives. A successful DC
12 Wisdom (Insight) check reveals the truth
Demon Agent Table of the matter. If the check fails by 5 or more,
the character is convinced the orcs will either
d4 Demon (ARP) attack outright or betray them later.
1-2 2 shadow demons 2. The Minotaur asks to join the party from
3 1 vrock the outset, unless the party has 7 or more
members already (refer to Chapter 1 –
4 1 hezrou
Introduction).
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Historic Scene (HS) HS 2. The Betrayal of Astarte
Read or paraphrase the following:
The party notice a historic scene taking place
amongst the clamor of battle. The characters
Materializing before you and standing in
cannot interact with the scene in any way, and
a circle devoid of spectral warriors are
after it has played through, the figures fade away.
the instantly recognizable Astarte and her
Roll of the table below to determine which bodyguards. They appear jovial, chatting and
scene is taking place. Reroll repeat scenes. If all joking among themselves. Your Minotaur
have been expended, then nothing happens. companions point and stare in disbelief,
smiles begin to develop on their muzzles
when suddenly, bursting into the clearing and
Historic Scene Table being led by the traitor Theron, a dozen other
d4 Scene minotaur and orcs lay siege on the Minotaur
1 The Death of Koroth leader.
2 The Betrayal of Astarte
“Astarte! It’s a trap!” an emotional Perseus
3 The Defeat of Theghlit calls from your party. Many of Astarte’s
4 Party Specific companions fall, and a final stand-off ensues
between the Minotaur leader and the traitor.
HS 1. The Death of Koroth They lock axes as they come horn to horn and
Read or paraphrase the following: Theron spits at Astarte’s eyes, dishonorably
blinding her. Dislodging his greataxe, Theron
As you sift your way through the ghostly swings the weapon across the blinded leader’s
carnage you instantly recognize the spectral waist embedding it within her stomach. Astarte
form of a younger looking Astarte, the late falls.
Minotaur leader, in an empty area of the
battlefield. She is slowly circling with a stout Perseus by your side snorts and charges to
orc, whose ethereal form is covered with deep take down the traitor, but not before the scene
scars. fades and disappears into nothingness.
A successful DC 14 Intelligence (History) check
allows a character, or Minotaur companion, to HS 3. The Defeat of Theghlit
recall this orc as Koroth, the previous orc leader Read or paraphrase the following:
and father to Guthma-One-Eye. Characters with
a passive Wisdom (Perception) of 16 or higher A ghostly minotaur and orc, both of whom
notice the ghostly form of Guthma charging seem larger than their spectral counterparts,
toward the two figures. smash into each other during battle. The
Read or paraphrase the following: minotaur, horns plated with metal, grapple the
orc, who bears a standard upon his back.
As you look on, Astarte and Koroth clash, A successful DC 14 Wisdom (Perception)
exchanging vicious blows and wounds. Tears check reveals the horns to be gold, and the
stream down the muzzles of your Minotaur standard to be the Banner of Gruumsh. With
companions as they physically struggle to this knowledge, a successful DC 14 Intelligence
hold themselves back from rushing into battle (History) check allows a character to identify
alongside their lost leader, knowing well that the ethereal figures as Minos, The Father of All
this is but a vision from another time. After a Minotaur, and Theghlit, The Ancient Vile Hero of
daunting charge, Astarte manages to tackle Orcs.
Koroth to the ground, then pins him there with
her long spear. In the background, Guthma-
One-Eye’s form appears and falls to his knees.
“Paraun! Nooooo!” The younger orc cries.
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Continue to read or paraphrase the following:
Escaping the Abyssal Rift
Characters can only attempt to escape The
As the two fight, their missed blows crack the Abyssal Rift from this first layer. Characters can
earth around them. Each swing carries with it attempt to scale the walls of the rift but must
the weight of a thousand years of bloodshed. succeed a DC 16 Strength (Athletics) check.
Great showers of earth and stone fly over the Alternatively, they can fly out if their character
other warring figures as these two epic crea- possesses such abilities. Unless characters
tures face off. Eventually, the minotaur lands succeed a DC 15 Dexterity (Stealth) check
a fatal blow upon the orc, charging him and whilst trying to physically escape the Rift, they
piercing his chest with his golden horns, before are noticed by a patrolling chasme demon.
smashing the orc into the earth. These fiends delight in using their drone feature
to knock the characters’unconscious just before
they escape, watching them fall back to the
HS 4. Party Specific ground with glee. The maximum drop is 100
Pick an event in the history of your group where feet, which causes 36 (10d6) bludgeoning
they caused a troubling level of bloodshed. If damage.
they slaughtered the Orcs of Varg-Kala, have a Teleportation type effects work from any layer
scene from that battle play out, or perhaps them of the Abyssal Rift.
defending the town against Fleshrend the troll
chieftain in the adventure Minotaur's Betrayal.
Historic Scene Effects (Sidebar) - Optional
After viewing a scene, each PC and Minotaur must succeed a DC 12 Wisdom saving throw to gain
some form of positive inspiration or knowledge from the scene viewed; failure results in the PC or
Minotaur temporarily losing direction or hope with their mission. Each number below relates to that
number historical scene, HS1 through HS4:
Success:
1. You feel inspired by the scene you’ve just witnessed, gain +1 to (1) skill check within the next
24hrs.
2. You witness great strength within the scene you’ve just witnessed, gain +1 to (1) to hit or damage
roll within the next 24hrs.
3. You see the wisdom of the choices made within the scene you’ve just witnessed, gain +1 to (1)
saving throw within the next 24hrs.
4. The scene instills on you the motivation to succeed, gain +1 to (1) ability check within the next
24hrs.
Failure:
1. Elements of the scene before you cause you to you lose hope, gain -1 to you next saving throw
within the next 24hrs.
2. You see elements of despair within the scene that unnerves you, gain -1 to your next ability check
within the next 24hrs.
3. The scene causes a flash of a past failure to play havoc with your mind, gain -1 to your next skill
check within the next 24hrs.
4. The scene weakens you not only in mind but also in body, gain -1 to either your next attack roll (1-
50%) or damage roll (51-100%) within the next 24hrs.
Note: successes cannot be used to cancel out failures and failures must be used before successes.
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On entering the yurt, read or paraphrase the
Locations in the Eternal following:
Battlefield
Characters can travel to several important As you enter the yurt, you see what was once
locations on this layer of the Abyssal Rift, each Astarte. The minotaur has been tainted and
of which comes with its own challenges and corrupted by some foul force and is now barely
rewards. The locations have been pulled here recognizable. Her flesh is rotting away, and a
from the Material Plane and corrupted with second pair of arms which end in claws extend
Baphomet’s abyssal power. from behind her shoulders and hang over her
chest like a scorpion’s tail. Her fur is tangled
and patched with blood and mold. Five foul
B1. Astarte's Yurt pig-faced looking demons and three cultists
stand in a circle clearly guarding the center of
Situation the yurt.
In the center of the vast canyon is a recognizable
structure. Astarte’s yurt, from the minotaur
camp, has somehow been transported into this
chaotic battlefield.
Creatures
Inside the yurt are the following creatures:
1 x Demonic Astarte
Once characters get close enough to see the
5 x Dretch
yurt in detail, read or paraphrase the following:
3 x Cultists
As you near the yurt, you realize that it is Tactics
not what it once was. What was once canvas 1. The Demonic Astarte orders the Dretch
stretched over wooden beams has been cor- demons and the Cultists to attack any
rupted into a horrific sight of skin and bones. intruder that she notices enter the yurt.
Great horns sprout out from the dark skin of 2. Each of the minions attempt to surround the
the yurt which drips with blood. The whole party in a semicircle leaving a 10-foot gap
structure is covered with thick black hair, and for the Demonic Astarte to use her charge
the air around is thick with flies feasting on feature on the most armored member of the
the organic structure. The skull of a minotaur party.
hangs above the entrance. 3. They were clearly guarding something
around the center of the yurt, but there is
Size. The yurt is a circular building 50 feet no obvious sign of what they were guarding
across, it rises to a height of 40 feet. within the yurt. Any character or minotaur
that succeeds a DC 12 Intelligence check
Blood. The tent is surrounded by a pool of remembers the trapdoor beneath the yurt (as
blood (difficult terrain), extending out 10 feet seen in Minotaur’s Betrayal).
from the yurt. Characters can move at normal
speed if they succeed a DC 12 Dexterity check;
failure results in the character falling prone
Treasure
From the bodies of the cultists the characters
and ending their movement. Any creature that
can find the following:
falls into the blood must succeed a DC 12
• 500 gp
Constitution saving throw or become poisoned
• 3 x amber gemstones (worth 10 gp each)
for 1 hour.
• A letter (see below description)
• 3 x scimitars
Examination. Characters within 10 feet of
• 3 x leather armor
the yurt with a passive Wisdom (Perception)
of 14 or higher can hear a low, blasphemous
Letter. This piece of parchment has a message
murmuring in a foul tongue. Characters who
written in common detailing a portal beneath
understand Abyssal can make out a creature
the yurt. The letter also gives orders to gather
issuing orders to protect a portal within the yurt.
lost souls from within the Eternal Battlefield and
deliver them to Baphomet.
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Legend
B1. Astarte's Yurt
B2. Varg-Kala Tower
B3. The Siege
B4. Demon Chasm
B5. The Arena
Map 2.1: The Eternal Battlefield
Minotaur's Bane - The Minotaur Trilogy part 3
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Development the snake ladder must also succeed a DC 18
Portal. If the characters have not previously Dexterity saving throw to avoid being bitten by
discovered the trapdoor beneath the yurt’s one of the snakes; failure results in the character
floor (in Minotaur’s Betrayal) or discovered taking 4 (1d6) piercing + 3 (1d4) poison damage.
its existence via the cultist letter, a successful
DC 12 Wisdom (Perception) check reveals Boulders. Huge chunks of rock fall in slow
the concealed hollow. Lifting the door reveals motion from the tower, although it never
a portal beneath; a whirling vortex of glossy diminishes in size. The hunks of stonework
black ichor. Characters entering the portal find vary in size, from 2 to 5 feet across. Due to
themselves dropped into the second layer of the their speed, the chunks can be easily avoided.
Abyssal Rift (Area M1). Characters can attempt to jump up onto the
boulders as they fall, using them like a ladder
Blessing of Honor. Defeating the corrupted to reach the giddy heights of the tower. Doing
form of Astarte places a blessing upon the so requires a successful DC 15 Strength
characters. The blessing manifests as an (Athletics) or Dexterity (Acrobatics) check on
ethereal, silvery halo hovering above the each leap; failure results in the character falling
characters heads. and taking fall damage. Each falling boulder is
This blessing gives the character a +1 bonus to 10 feet away/above the one before/below it. As
AC and saving throws, and is revoked once the such, it takes 6 successful checks to make it all
characters leave the Abyssal Rift. the way from the ground up to the
60-foot high platforms.
B2. Varg-Kala Tower On entering the tower, read or paraphrase the
following:
Situation
In the southeast area of the Abyssal Rift is the
ruined tower. The characters may recognize Just before you enter the eternally crumbling
it from above Varg-Kala, the orc stronghold tower you immediately notice a pair of hill
(Minotaur’s Betrayal). giants delightedly attempting to stomp on a
rabble of twenty manes demons within. They
Read or paraphrase the following once a have not yet noticed you and every now and
character moves within 2 hexes of the tower: then, one of the giants successfully crushes
a demon with its foot. The giants have
Baphomet’s symbol carved into their bulging
Thrusting up into the sky from amongst the bellies and are adorned with tusks, horns,
hordes of spectral warriors is a ruined tower. skins, antlers and the like.
As you watch the tower, it seems to be in a
constant state of falling apart, although never
diminishing in size. Great hunks of stonework
fall from the building in slow motion, crashing
Creatures
2 x Hill Giants
to the ground and throwing up clouds of dust.
1d10+10 x Manes demons
Size. The tower is a ruined structure, the highest
part of which is 80 feet up. The base of the tower
is around 60 feet wide. There is a 10-foot-wide, Tactics
5-foot-deep platform at a height of 60 feet. Should the characters attempt to join the fight
both the giants and demons set aside differences
Snakes & Ladders. The ladders that provide and apply the following tactics:
a path up to the 60-foot high platforms have
been corrupted by this abyssal place and are 1. The Manes demons charge forth and attempt
now made from intertwined writhing poisonous to overwhelm the characters in melee
snakes. Climbing the ladders to reach the combat and attacks with Claws.
platforms requires a successful DC 15 Strength 2. The Hill Giants grab falling pieces of
(Athletics) check. Any character climbing masonry to hurl at the characters using their
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Platforms
Ground
Map 2.2: Varg-Kala Tower
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Rock action. If characters get within 30 feet or succeed a DC
3. If the characters do not join the battle, then 18 Wisdom (Perception) check from a distance,
after 10 minutes the Hill Giants will have read or paraphrase the following:
crushed the last Manes demon in the tower,
leaving the2x Hill Giants for the characters to Hanging by their hair from the palisade wall
defeat (or avoid). are dozens of human and orc heads. In the flat,
Treasure grey light you struggle to make out the features
Atop the platform at the top of the tower is of the decapitated individuals.
a small black iron chest. The chest is locked
but can be opened with a successful DC 16 Palisade Wall. The wall encompassing what
Dexterity (Thieves’ Tools) check. has been swallowed thus far of the town is 12
feet high and sharp at the top. Characters must
It’s a Trap! A successful DC 14 Intelligence succeed a DC 12 Strength (Athletics) check to
(Investigation) check reveals a small crystal scale the wall. Characters who get a 10 or 11 on
embedded in the opening mechanism, which can the check manage to climb the wall but take
be removed with a DC 20 Dexterity (Sleight of 3 (1d6) piercing damage from the sharpened
Hand) check; failure results in detonation. If the spikes whilst doing so.
chest is opened before the crystal is removed, it
detonates. Each creature within a 20-foot radius Gate. Embedded in the palisade is a thick,
of the chest must succeed a DC 16 Dexterity wooden gate which has been left wide open..
saving throw or take 14 (4d6) fire damage and
be pushed 10 feet. Characters take half damage Creatures
but are not pushed on a successful save. 10 x Floating Heads
Inside the chest. Inside are 2 x potions of
greater healing, 1 x potion of poison and a Tactics
Cursed Ring of X-ray Vision (see Appendix B - Once the party is within 30 feet (half of a hex) of
Magic Items). the palisade:
1. 10 of the heads animate as floating heads
B3. The Siege and rush to attack the characters.
2. The party must succeed a DC 16 Wisdom
B3a. Ahead of the Rest saving throw or become frightened of the
Situation floating heads.
Built into the northern wall of the chasm is 3. The Floating Heads attempt to bite the
a section of wall from the town defended in characters.
Minotaur’s Betrayal.
Read or paraphrase the following:
A disturbing sight on the northern wall of
the chasm makes you pause for a moment.
Surrounded by a throng of spectral warriors
is a portion of the town which the sage, Arlon,
spoke of. It seems that the rift is expanding
quicker than the old blind man first thought.
The palisade walls seem to merge seamlessly
with the cliff face. Looking closely, you notice
dozens of heads hanging from the walls.
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Map 2.3: The Siege
B3b. Town Zombies Creatures
14 (4d6) zombies
Situation
Once the characters get inside the walls, read or
paraphrase the following: Tactics
Once the party is within 60-feet of the zombies
and they smell living flesh they:
As you look inside the town walls, you are
overcome with fear and sorrow. Many of the
1. Turn to mob and attack the party
townsfolk you once knew shamble mindlessly
2. If they catch any of the party members, the
around the streets, their bodies rotted with
zombies attack with slams.
undeath.
Interior. Inside the walls are four small, two- B3c.Town Barracks
room buildings. Walking mindlessly throughout Situation
these and around the streets are many zombies A corner of the barracks building has also been
created from the former townsfolk. transported into the Abyssal Rift. Lurking inside
the barracks is a Bulezau.
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Creatures theur names are Flurge and Burge, they are twin
1 x Bulezau brother and sister.
Tactics Creatures
The Bulezau is here awaiting any lost souls who 1 x chasme demon
might stumble into the rift and seek out the town
as a place of refuge: Tactics
Should the characters begin to kill or distract the
1. If combat occurs within the town walls, the chasme demons as they fly from the chasm, it
demon emerges from the barracks to join the gives any trapped mortals the chance to escape
fray by initially utilizing his charge ability. without being attacked.
2. Next, the Bulezau spends his turns attacking
with his multiattack action. Development
3. If the party surrounds and mobs the Bulezau, Taking refuge in the ruins are a pair of orc twin
he will use his Blood Cry action. brother and sister, Flurge and Burge. They
are trapped in the rift, and a previous attempt
Treasure to climb the walls resulted in several of their
The contents that remain inside the barracks companions being killed. They are grateful for
have been touched by abyssal taint. There are any assistance they can get in leaving this place
the following: and are fiercely loyal to one another.
• 2 x black iron +1 longswords with the hungry
quirk B5. The Arena
• A suit of demon armor.
Situation
B4. Demon Chasm Standing in the eastern portion of the Eternal
Battlefield is the arena from the minotaur
Situation encampment. Read or paraphrase the following
Around 360 feet away from the Banner of when characters are close enough to see it:
Gruumsh, the ‘start’ of the rift, is a crack in the
earth of the rift itself. Huge plumes of smoke billow up from a
building in the distance of the rift. As you get
If characters succeed a DC 16 Wisdom closer to the source, you realize that it is the
(Perception) check, read or paraphrase the arena from the nearby minotaur encampment.
following: The entire structure is engulfed in flames, but
the whole area is strangely cold.
After watching for a few minutes, you notice
that several grotesque demons resembling Size. What remains of the arena is a square
a hybrid of woman and mosquito have been around 100 feet of each side. It rises to a
flying in and out the chasm. They seem to height of 50 feet. The tiered viewing, normally
circle around the edge of the rift and scour the accessible from the towers in the corners of the
battlefield itself before re-entering the crack. building, have been made inaccessible by flames.
Demon Patrol. Every minute, one chasme Flames. The arena is engulfed in flames, but
demon emerges from the crack in the earth are not from the fire of the Material Plane. These
begins a wide loop around the interior of the rift. are flames of madness, demonically infused with
Every now and then, it discovers a wayward soul, chaotic energy. The first time a character enters
such as a trapped minotaur or orc, spears it with the flames on a turn, they must succeed a DC 10
its proboscis, and flies it back into the chasm. Wisdom saving throw or take 24 (4d10) psychic
damage and suffer from a Short-Term Madness
Ruins. To one side of the chasm is a handful effect.
of ruined buildings. Two orcs take refuge here,
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Wreckage. The minotaur arena has been Baphomet desires. The two minotaur, Fenthol
gutted by flames, leaving only remnants of its and Lorthius, join the party on a successful DC
previous splendor. All the intricately designed 20 Charisma (Persuasion) check, on failure
machines and traps within have been stripped or if the party is already it its maximum of 7
bare. All that remains is a dusty arena of characters (see Chapter 1 - Introduction) they are
scorched earth. adamant that they need to leave the rift, and part
ways with the party should they not provide an
Fenthol and Lorthius. Inside the arena are a escort to escape.
couple of minotaur, Fenthol and Lorthius, who
have sought shelter here from the demons.
Milestone #1 Level Up!
Creatures As soon as the party moves down into the
2 x Minotaur Veterans second layer (Maze of the Minotaur), reward
each member of the party a level up. This should
bring the APL to level 9 (unless scaling for other
Development levels).
The minotaur all feel the tug of Baphomet in
their minds. They fear that if they stay in the
rift too long, they will become the base animals
22 Minotaur's Bane - The Minotaur Trilogy part 3
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Maze of the Minotaur - Layer Two
T
he Maze of the Minotaur is the second Monstrous Minotaur. If the party are
layer of Baphomet's demiplane. To accompanied by any friendly minotaur allies, and
confuse any likely heroes that may they should be, each minotaur ally (except for
attempt to thwart his return to the the strong-willed Perseus) can no longer resist
material plane, the Prince of Beasts the pull of Baphomet’s bestial fury. If not already,
had one of his most devout followers, each effected minotaur becomes a monstrous
Daedalus, build this layer as a means to madden Minotaur, takes 12 (2d10) psychic damage and
and delay any possible adversaries whilst attacks the characters on first entry to this layer.
Baphomet grows to his full strength. Serving as
a means to traverse between the first and third Navigation Between Areas. Connecting the
layers, Baphomet did indeed build a correct way various chambers and rooms of the maze are
through the maze by which his minions and warped passageways. These are, in fact, portals,
followers use to travel. The gate allowing access covered by illusory magic and create a seemingly
into the third and final layer of the demiplane random map which will likely confuse players at
is guarded by Baphomet's Champion, a vicious first.
Ghour demon, who delights in the murder of On the third portal entry, read or paraphrase
those lost souls within the maze. the following:
General Features As you approach the passageway, you notice it
The following features are common throughout
shimmer with a magical ripple.
the Maze of the Minotaur:
A successful casting of dispel magic spell or a
Creatures. Unless otherwise noted, all the
DC 10 Intelligence (Arcana or Investigation)
creatures within the maze are; corrupted by
check reveals the portal to the characters. A
the demonic influence of Baphomet, cannot be
further successful DC 16 Intelligence (Arcana)
reasoned with, and fight to the death.
check on the portals reveal which area (number)
the portal leads to.
Light. All the chambers and passageways are
Note: When a character enters a portal, they
dimly lit with magical light. This is manifested
enter the next chamber from the direction they
as torches in sconces or atmospheric red-tinted
left the previous one; for example, if they left
light.
from the east they arrive in the west.
Map. Many of the maze chambers are
Regeneration. Each time the characters
themselves minature mazes. Depending on what
repeat a room, there is a 50% chance that the
your players enjoy, there are a few options on
creatures within it have come back to life. When
how to use the map at your game table:
this happens, on character entry roll a 1d100. On
1. You may simply wish to reveal the map,
a roll of 51 or more, repopulate the room with
but the suggested method is to have the
the original monsters. They retain the marks of
characters succeed a DC 16 Wisdom
battle from previous fights, eventually becoming
(Survival) checks to navigate it.
covered in horrific scars.
2. Alternatively, you could draw the map on
Note: Treasure can only be gained once!
pieces of card and reveal them depending on
what the characters could see.
Resting. Characters can take short and
3. If you prefer theatre of the mind, you need
long rests inside the maze, but this may have
not reveal the map at all, and simply ask
detrimental effects. At the end of each rest,
whether the characters turn left or right at
characters are subject to the Madness of
each junction. This option, whilst requiring
Baphomet. In addition, before each long rest,
more work for the Dungeon Master to run
one member of the party must succeed a DC 16
successfully, does provide the greatest
Wisdom (Survival) check; failure results in that
flexibility for creativeness.
character awakening in one of the first four areas
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Map 3.1: Maze of the Minotaur
Map 3.1: Maze of the Minotaur
24 Minotaur's Bane - The Minotaur Trilogy part 3
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of the maze, additionally resulting in a possible
split party. Areas of the Maze
The 9 areas of the Maze of the Minotaur are
detailed in the following encounters.
Mapping for DMs
This layer of the Abyssal Rift is likely to be M1. Wayward Woods
confusing for the characters, but there’s no Situation
reason it should confuse you! A careful look at The party drops from the portal in the middle
the map allows you to easily determine which of the Astarte's Yurt (Area B1), and lands
area the characters end up in when they choose sporadically round this wood.
a passageway.
Read or paraphrase the following:
For Tabletop Games. It is recommended to
print or draw the areas on separate sheets of
graph paper and placing down the appropriate You drop and land heavily only find yourselves
‘tile’ as and when the party discovers it. in a twisted woodland. The thick oak trees are
covered with an ivy which seems to almost
For Online Games. Uploading the map images reach out to you with grasping hand-like leaves.
into your virtual tabletop and keeping them on They line the narrow trails. The light is tinted
separate tabs, or as separate map images, will red, making the copse appear bloodstained.
be extremely useful, as you can simply drop your
character’s tokens onto the right map. Characters with a passive Wisdom (Perception)
of 10 or higher notice a trio of giant boars
Alternatively. Theatre of the mind could work feasting upon something in one of the groups of
perfectly well for either gaming environment. trees.
Creatures
Splitting the Party & 3 x Giant Boars
Familiars
If your players decide to split the party to gain Tactics
an advantage over the maze, allow them to do 1. If the party can successfully stealth or hide,
so. They won’t find it easy going and some of the the giant boars do not notice them.
encounters become deadly. 2. If the giant boars notice the party, they leave
their meal and charge.
Split Communication. Any form of
communication spells or magical connections Treasure
between characters, such as the message spell, The giant boars were feasting upon the corpse
cease to work between areas as the portals act of a human, whose stomach has been torn open.
as anti-magic barriers. The body has a coin purse on its belt which
contains the following:
Familiars. If your players have a familiar • 12 gp
within the party, allow them to attempt to send • A potion of diminution
it out to scout if they wish. This will work quite
well for the PCs if the familiar stays within the M2. Razorvine Snarl
same area as its master, however once it passes Situation
through a portal into another area it loses its On entry, read or paraphrase the following:
connection to the master and returns to its home
plane or simply gets lost within the maze never
to be seen again. You’re confronted by hedges of a bramble-
like plant that stand around ten feet tall. The
vicious, dagger length thorns of the plant drip
with blood, making the ground beneath your
feet slick.
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Lurking within the maze of razorvine are four Creatures
cult fanatics and a minotaur; place them 1 x Ankashar
sporadically throughout the area at your
discretion. Tactics
The ankashar moves around the maze to attempt
Flying. Although flying allows characters to see locating his freshly smelled prey. Once it finds
the maze layout of the current area, any creature a member of the party, the ankashar takes the
that attempts to fly above the hedges is attacked following actions:
each round by the abyssal razorvine (+10 to 1. Firstly, utilizes his Gaze of Madness action.
hit, reach 30ft, 12 (2d10) slashing damage). Any 2. All remaining turns the ankashar uses his
creature hit by the vines must succeed a DC 16 multiattack on the closest party member.
Strength check or become grappled (escape
DC 16) and come plummeting down to the floor.
Razorvine. The hedges are made of razorvine.
M4. Hysteria Hall
They are 5-feet-thick and 10-feet-tall. Any Southern Entrance
creature that comes into contact with the hedge Situation
must succeed a DC 10 Dexterity saving throw If the characters enter the area via the southern
or take 5 (1d10) slashing damage. entrance, read or paraphrase the following:
Creatures You emerge into the sodden external grounds
4 x Cult Fanatics
of a gothic looking hall which seems to stretch
1 x Minotaur
off endlessly into the distance on either side. To
the left and right of the towering iron doorway
Tactics in front of you are a pair of oak trees. Looking
1. The cult fanatics attempt to surprise the closer, you realize that instead of leaves, they
characters if possible, jumping out from are covered in tiny scraps of flesh.
behind hedges to engage them in combat.
2. The minotaur then charges the party. Greshna The Imp (NPC). Hidden in the boughs
Although the minotaur is a large creature, it of one of these tainted trees is an imp. The
runs through the maze with ease, with the malicious and sarcastic little creature was
razorvine tearing through its skin but the working as a spy for a powerful devil (whose
beast seems not to notice. identity is left up to the DM) but became trapped
here in the Abyssal Rift when Baphomet cleaved
it into the demiplane.
M3. Razorvine Tangle
Situation Iron Doorway. The towering double doors of
This room is almost identical to Area M2. Read the mansion are locked and cursed. Opening
or paraphrase the same description to further them requires a successful DC 16 Dexterity
confuse the players then add the following boxed (Thieves’ Tools) check, or a DC 20 Strength
text: check.
All is quiet when suddenly an overbearing Creatures
bestial roar erupts from the silence somewhere 1 x Imp
from within the maze.
Tactics
This is an ankashar on the opposite side of the Being a devil, Greshna the imp is dastardly and
area, one of Baphomet’s most beloved creations. scheming:
It does not take damage from the tearing thorns 1. He tries to bargain with the party for it to be
of the razorvine hedges. ‘escorted’ out of the demiplane.
2. He offers a number of potential rewards such
as magic items, infernal boons and the like.
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These should all, of course, be half-truths. Read or paraphrase the following as the
Magic items will be cursed, boons will take characters pass through the entryway:
their toll after they elapse. Any deals can
always be cut by more powerful devils. The scene before you is eerily similar to the
3. The imp does not regenerate if killed. one you just left, except everything is bleached
of color. The oak trees are ivory, their leaves
gone without a trace. The door, which before
Northern, Eastern and Western was black iron, is made entirely of skulls and
Entrances hangs ajar.
Situation
If the players enter through any of these three Inside the central hallway are minotaur
entrances, read or paraphrase the following: skeletons. The two side rooms each contain
cult fanatic skeletons and normal skeletons.
They all move into the central hallway to attack
You find yourself inside a lavishly decorated
intruders if possible.
building … or so it seemed at first glance. As
you investigate further, you notice that the The Western Room. Leaning against the
carpets are woven from minotaur scalps, the corner of this room is a ominous looking staff.
scones formed from ribcages. The sanguine Crumpled around the base of the staff is the
light that fills the rooms turns your stomach. corpse of an elf, whose skin is blackened and
drawn tight over the bones.
The northern room and the central chamber of
the mansion are empty, save for the demonic Creatures
décor, but the eastern and western rooms are Hallway:
both inhabited by cultists and cult fanatics. 4 x Minotaur Skeletons
Creatures Each side room:
Per each western/eastern rooms: 1 x Cult Fanatic Skeleton
2 x Cultists 3 x Skeletons
1 x Cult Fanatic
Treasure
Tactics Standing in the corner of the western room is:
1. The sounds of fighting in one room draws the • Staff of withering
cultists from the other.
2. The cult fanatics have the following Development
additional action option: Any character who touches the staff for the first
Summon Minotaur (1/Day). As an time must succeed a DC 20 Constitution saving
action, the cult fanatic can bellow a frenzied throw or take 24 (4d10) necrotic damage.
incantation, which summons one minotaur A successful casting of the speak with dead
into an unoccupied space within 30 feet of spell allows the dead wood elf, named Berrian
the fanatic. Silverfrond, to recount his tale.
Berrian's Tale. He was once a powerful druid,
M4a. Hall of the Dead well known in his homelands as a protector
Situation of the wilds. He had heard rumor of a strange
When characters exit Area M4 through the bestial cult of brutes and beasts deep in the
eastern passage, they return to M4 from forest that were upsetting the natural balance
the southern passageway, irrespective of the of the woodlands. When he went to investigate,
passageway they took. This area of the Abyssal he was overcome with the base urge to join the
Rift is identical in layout to Area M4, but all the wildfolk but resisted. He fought his way into
creatures inside are undead. the cult’s base, only the find himself lost in a
labyrinth they had constructed. When he finally
emerged after days of searching, he stood at the
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feet of Baphomet himself, who cast him into a
part of the Abyss, which was ripped asunder and
M6. Catacombs
placed here, in his demiplane. Situation
As the PCs enter this area, read or paraphrase
M5. Daedalus the following:
Situation
As the heroes enter this area, and move around Suddenly, you are plunged into darkness.
the razorvine hedges, read or paraphrase the
following: The rest of this description may need to be told
through a sense of touch for characters without
darkvision, else if a character has a source of
Roaring abyssal phrases into the sky, a half-
light, or has the darvision ability, continue to read
woman, half-beast stands upon a dais soaked
or paraphrase the following:
in blood. At her feet lie the decapitated corpses
of several humans. Before your eyes, a puddle
of black ichor bubbles up from the earth Walls formed entirely of skulls loom out toward
before her. From this, an eight-foot-tall demon you, the hundreds of eyeless sockets staring
emerges. It has the head of a goat, a muscular with undead malice.
body and a savage spear of bone and black
iron. As the characters move further into the room
and through the doors into the central chamber,
This area is a shrine to Baphomet, forged read or paraphrase the following:
by the crazed demon summoner, Daedalus,
who created this maddening maze. She has The weight of death in the catacombs is
summoned a bulezau to help her rid the maze maddening. Emerging from one of the walls is
of intruders. These summoned creatures do not a spectral form, muttering and babbling as it
regenerate if killed. floats through the walls.
“Can’t get out … there’s no way out …”
Razorvine. The hedges in this area are made
of razorvine. They are 5-feet-thick and 10-feet- Ghostly Prisoner. This ghost is the soul of a
tall. Any creature that comes into contact with creature who became trapped in Baphomet’s
the hedge must succeed a DC 10 Dexterity layer of the Abyss. If Partheos the minotaur died
saving throw or take 5 (1d10) slashing damage. earlier in the campaign, it could be his ghost or
that of Astarte. At the DMs discretion, the ghost
Creatures could take poorly to interactions with the party,
1 x Daedalus trying to possess their physical forms to escape
1 x Bulezau the catacombs.
Treasure Madness. Any creature that enters the
Atop the dais is a shrine to Baphomet which catacombs is immediately subject to the
consists of a chopping block and a bucket of Madness of Baphomet. In addition, any creature
severed heads. However, hidden beneath these that fails its saving throw loses all sense of
heads (noticeable by characters with a passive direction and must succeed on an increased DC
Wisdom (Perception) of 15 or higher) are: 20 Wisdom (Survival) check to navigate; failure
• 6 x bloodstones (worth 50gp each). resulting in them walking in a random direction
if not directed by an ally.
Note: If you feel the players might get
frustrated moving in random directions, feel free
to relax this rule.
Creatures
1 x Ghost
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M7. Dead End Arena Chamber Table
Situation Chamber Signified Aspect
The central chamber of this area is an arena, M7a The Bull – Baphomet’s strength.
where cultists, transformed into demonic beasts
M7b The Bear – Baphomet’s rage.
by Baphomet’s abyssal influence, fight for glory.
When the party enter, five cultists transformed M7c The Crocodile – Baphomet’s cold-
into brown bears and tigers are fighting an blooded nature.
ankashar. All passive Wisdom (Perception) M7d The Bat - Baphomet’s bloodlust.
scores for these creatures are reduced by 5
whilst fighting. If they notice the characters, they Each chamber contains:
turn their fury on the party instead. • A wooden shrine doused in blood.
• Mounted on the wall behind the shrine
Read or paraphrase the following as the is a sizeable brass representation of the
characters enter the area: chambers animal's head.
• To either side of the shrine are carvings
You enter the arena to the sounds of snarls, on the walls of men and women at various
growls, and screeches. The stench of spilled stages of transforming into beasts.
blood fills your nostrils as you see three bears • An ancient book made from pieces of
and two tigers circling the center of the arena. flesh detailing the ritual of Baphomet’s
They are covered in blood with twisted and Transformation (see Development below).
broken bones jutting out of their flesh in
multiple directions. They enclose on something The mouths of the brass animal heads are
horrific; a deformed fusion of crocodile, boar, large enough to hold a fist-sized item. They are
bear, and bat. The beasts jump to action as they presently used to keep components for the dark
tear into each other in pure bestial fury. The ritual.
whites of their eyes flashing as blood isspilled
on the arena floor. Creatures
The Arena portion of the area contains the
Baphomet’s Boon. Any character who fights in following creatures:
the arena has the chance of gaining Baphomet’s 1 x Ankashar
Boon. To receive the boon, a creature must kill 3 x Brown Bears
another creature within the arena. The following 2 x Tigers
effects are granted and last for one hour:
• When choosing to attack recklessly, the Each Chamber has a 50% chance of
creature gains advantage on all attack rolls containing:
until their next turn. Doing so leaves the 1d4 x Cultists
creature open with all attack rolls against 1 x Cult Fanatic
them having advantage for the duration.
• Whilst this boon is in effect, the creature’s Treasure
natural hair thickens, sprouts out from Each brass animal head has inside:
beneath their clothing and their eyes become • 1d4 bloodstones (worth 50gp each)
bloodshot.
Development
Transformative Chambers. The four Baphomet’s Transformation (ritual). If a
chambers in the area are shrines to the different character rubs their own blood on a chamber’s
animal aspects of Baphomet’s nature. Those shrine and proceeds to place 50gp worth of coins
aspects are as follows: or treasure into the mouth of a brass beast head,
they are transformed (via the polymorph spell),
into the creature that the chamber signifies:
• A bull (aurochs)
• A brown bear
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• A crocodile with 40 HP
• A giant bat with 40 HP
Cursed Tattoo. Removing the donation from
the brass animal head’s mouth ends the spell.
However, any character retrieving the donation
must also succeed on a DC 22 Constitution
saving throw. On a failed save, the character
is cursed, and a tattoo of the respective animal
magically appears across their face. Until the
curse is removed via the remove curse spell or
wish spell, the character takes 14 (4d6) piercing
or slashing damage at dawn each day as the
tattoo attacks the character’s flesh with its horns,
claws, teeth, or fangs respectively.
M8. Lava Labyrinth
Situation
As the characters enter this area, read or
paraphrase the following: submerged and continues to take 60 (10d10) fire
damage per round.
You feel the immense heat that pumps out
from canals filled with lava, causing the air to Creatures
quiver. Sweat begins to drip down your brows This area contains:
and inside your armor as the smell of sulfur 1 x Bulezau
pollutes the air. A prison cell made from a 3 x Halfling Commoners
large ribcage hangs precariously above a pool
of the molten rock. It’s attached to the misty Note: The halflings were captured by a cult of
nothingness above by a rusty chain. Trapped Baphomet for sacrifice in his abyssal domain.
inside are several halflings, all screaming for They do not regenerate if killed.
mercy. A goat-headed demon pokes and prods
at them with its bone-tipped spear as the cage Tactics
slowly lowers towards the halflings fiery death 1. The main aim for the bulezau is to prevent
below. the characters from getting to the cage.
2. The cage will become submerged in the lava
Heat. The molten rock is this room confers the after 3 rounds.
rules for Extreme Heat throughout the area. 3. The bulezau uses its spear to try and knock
One change to the rule being that Constitution or trip creatures into the lava canals, howling
saving throws are to be made every minute with glee whenever it occurs.
whilst inside this area.
Development
Lava. Creatures that fall into the lava become If the three halflings are rescued, a successful
partially submerged, taking 10d10 fire damage DC 10 Charisma (Persuasion, Intimidation,
per round. Any creature that attempts to pull or Deception) check convinces them to join the
themselves out of the lava also risks becoming party; failure results in the halflings decreeing
fully submerged. They must succeed a DC that they will brave an escape by themselves.
15 Strength (Athletics) check to escape the 1. Biffo Bomgur – A stout halfling, brave, and
lava; failure results in the character sinking protective of his friends.
further beneath the surface. Due to additional 2. Perimir Poppletop – A lightfoot halfling, risk
movement, the character continues taking 108 adverse, and cowardly.
(18d10) fire damage per round. If there is no 3. Grampa Weller – Elderly and wise stout
athletics check, the creature remains partially halfling, and father figure to the other two.
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Dexterity (Acrobatics) or Strength (Athletics)
M9. Baphomet's Brute check; failure results in a character falling into
The final area of this layer of the Abyssal Rift the maggots.
consists of three parts:
1. Razorvine Maze Walls. Characters can climb the wall along the
2. Pool of Maggots, and edges of the pit. This requires a successful DC
3. Baphomet’s Champion 10 Strength (Athletics) check and uses both the
characters hands; failure results in a character
Baphomet’s Champion is a ghour demon. falling into the maggots.
M9a. Razorvine Maze Maggots. Any character that falls into the
maggot pit is immediately attacked by the
Situation
demonic creatures (+5 to hit, reach 0ft., 5 (1d10)
This maze functions in the same way as Area
necrotic damage). Characters still in the pool
M2 and M3 in that the razorvine hedges pose
at the start of each of turn are attacked by the
a threat and flying above them results in the
maggots. The maggots attach themselves to
grasping vines attacking. The maze is haunted by
the characters so that if they get out of the pool,
two minotaur-shaped shadow demons, who can
they are still attacked. Characters must use an
move through the solid razorvine without taking
action to remove the maggots from themselves.
damage. The area also contains a minotaur
Any character that takes damage from the
guard who keeps watch over the exit door into
maggots must succeed a DC 14 Constitution
the Pool of Maggots.
saving throw or become poisoned for 1 hour.
A successful saving throw makes the character
Creatures immune to this effect for 24 hours.
2 x Shadow Demons
1 x Minotaur
M9c. Baphomet's Champion
Tactics Situation
1. The shadow demons, upon sensing the party Atop this final platform stands a ghour demon,
entering the maze, use their Shadow Stealth bellowing spells at the characters as they try to
and Incorporeal Movement feats to sneak up make their way across the Pool of Maggots.
on the party attempting to gain surprise.
2. The minotaur remains guard at the exit door, It’s a Trap! If characters step on the area
until the bloodlust becomes too much, and between the spiked walls on the map, they
she joins the fight in round 2. trigger a simple pressure plate trap. This can be
found prior with a successful DC 12 Wisdom
(Perception) check. When the trap is triggered,
M9b. Pool of Maggots the walls smash inward and retract like a giant
Situation meat tenderizer. Any character caught in the
slam must succeed on a DC 16 Dexterity saving
You emerge from the razorvine maze to an throw; failure results in the character taking 12
horrendous sight. A pool filled with wriggling, (2d10) bludgeoning damage and 3 (1d6) piercing
mucous covered maggots stretches between damage, half as much on a success.
the maze and a raised stage at the other The trap can be disarmed with a successful
end of the arena. Standing on this stage is DC 14 Dexterity (Thieves’ Tools) check; failure
a powerfully muscled ogre-like demon with results in triggering the trap, with the character
a thick, hairy hide and two enormous horns needing to succeed the aforementioned
extending from its skull. A pinkish portal Dexterity saving throw.
glimmers behind him in front of the far wall.
Creatures
Platforms. To cross the pool of maggots, 1 x Ghour demon
characters may use the platforms. Hopping from
one to the other requires a successful DC 12
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Tactics Development
1. Roll initiative as soon as the characters enter Blessing of Purgery. Upon defeating Baphomet’s
M9b. Pool of Maggots. Champion, the ghour demon, a blessing is placed
2. The ghour demon is smart enough to use the upon the characters from an unknown celestial
trap to its advantage. He positions himself to source. The blessing manifests as a golden,
the back of the area attempting to lure any glowing script which appears on the skin of the
melee-based characters into the trap. characters. The words wrap around their limbs
3. Whilst the party are crossing the Pool and torso, imbuing them with celestial power.
of Maggots, the ghour demon first casts • This blessing grants the character’s
darkness at will. Then each round until advantage on attack rolls against demons.
the first character crosses successfully, he • The blessing is revoked once the characters
casts any of his spells in any order (DM’s leave the Abyssal Rift.
discretion).
4. Once a character is across the Pool of The Portal. Characters can try to use the
Maggots, the ghour demon uses its breath portal, which leads to the final layer of the
weapon action. Abyssal Rift, at any time. However, if they attempt
5. The next round the ghour uses its roar it before the ghour demon has been slain, they
action. must succeed a contested Intelligence (Arcana)
6. Once characters are close to melee combat, check as the demon tries to hold the portal
he will use his multiattack on them. closed. A success allows the character to pass
7. Once the ghour demon runs out of ranged through.
based options, he will leap over the trap
pressure plates, and enter melee with as
many of the party as possible. Milestone #2 Level Up!
As soon as the party defeats Baphomet’s
Champion, reward each member of the party a
level up. This should bring the APL to level 10
(unless scaling for other levels).
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Baphomet's Domain - Layer Three
B
aphomet’s Domain is the third layer
of the Abyssal Rift. It is a demiplane
borne of Baphomet’s Layer of the
Abyss. Baphomet currently resides
here, biding his time and waiting for
his demonic power to grow strong
enough to execute his evil intentions.
The Desecration of the Three. The Prince
of Beasts is performing a lengthy and evil ritual,
called ‘The Desecration of the Three’, which
requires the life essence of a cultural leader from
each of the minotaur, orc, and human races. Portal Entry & Corridor
Each of the three sacrifices feeds one part of When the PCs exit the portal (as shown as area
Baphomet’s power resurgence and by obtaining R0 on the DM's map) read or paraphrase the
all three, the demon lord grows powerful enough following:
to stage his return to the Material Plane.
You exit the portal and find yourselves in the
corner of a narrow corridor that comes from
the east and turns south. To the east, you
see a door at the end of the long hallway. To
the south is the corridor disappears around
a corner. The portal disappears behind you
as you are left standing around a carved
teleportation circle that radiates with a faint
pink glow. Your nostrils fill with a pungent odor
resembling a mix of dank dog and rotten offal.
As soon as a character moves from their initial
position read or paraphrase the following:
The humid silence is suddenly broken as
an overbearing voice boom from seemingly
nowhere.
“Ahhhh I see you now! But you are far too
late, foolish worms! I have demolished the
minotaur’s honor, Astarte’s soul the key
ingredient! I have gorged on the hatred of
the orcs, Guthma’s pain provides the spice!
And soon I shall drink in the blood of the
humans, Lady Therafenwill quench my
thirst! The trifecta will soon be complete!
Then, not even the gods can stop me!”
It pauses for a moment, then adds, “So come,
if you dare, mortals, I grow ravenous!” as the
booming voice of doom fades with a hefty and
horrible laugh.
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Note: If characters have had their weapons
Rooms or armor destroyed or damaged, it may be
Use the DM's map location tags and cross- courteous to allow them to find a new set here.
reference against the room descriptions below to
guide you through this layer. Statues. Set into alcoves in the southern wall
of the room are three busts in black marble. The
R1. The Champion's Trophy first is of a snarling orc, the second a bellowing
Room minotaur and the third a screaming human. The
orc and minotaur statues are the two covered in
Situation blood, the human statue remains clean. Each is
Read or paraphrase the following: sat on a plinth of bone which appears to erupt
from the floor.
This room is lit by some reddish glow A successful DC 13 Wisdom (Perception)
emanating seemingly from nowhere. The check reveals that under the minotaur bust can
chamber about you appears to be on the inside be found an adamantine key which unlocks the
of some gargantuan creature. The walls and cabinet.
floor are fleshy and ooze a thin, yellowish
liquid. The panels of flesh are supported by Cabinet. An ornate scroll worked adamantine
beams of bone which arch over the top of the cabinet stands in the east of the room. There
room resembling the inside of a ribcage. Every is no way to see what is inside. The cabinet
few minutes, the room expands slightly and is magically and physically locked. To open
contracts again. Standing throughout the room it, characters must succeed on a DC 16
are weapon racks, three statues, two of which Intelligence (Investigation) check to locate
are covered in thick blood, and a cabinet. the locking mechanism, a DC 18 Intelligence
(Arcana) check to deactivate the magical seal,
Racks. Two black iron racks are nailed with and finally, a DC 20 Dexterity (Thieves Tools)
huge bolts into the fleshy floor of the room. check to crack open the lock. Each failed
Each is covered with rune-inscribed chains check results in the character gaining one level
which hold a huge variety of weapons to the of exhaustion. When the cabinet is opened,
racks. Characters who succeed on a DC 16 a number of spectres equal to the levels of
Intelligence (Investigation or Arcana) check exhaustion caused emerge and attack the party.
can search through the two racks and determine Inside is a suit of demon armor.
that there are three magical weapons held there
(see Treasure). Creatures
(levels of exhaustion) x spectres
The Chains. A successful DC 12 Intelligence
(Arcana) check reveals that the runes inscribed Loot
upon them confer a magical ward upon it. Any On the racks, the following magical items can be
creature who touches the chains must make found:
a DC 16 Constitution saving throw. Failure • Mace of Terror. Abyssal origin made from
results in the touching appendage of the black iron and human skulls.
character becoming withered and blackened. • Sword of Life Stealing. Vampiric origin
This effect gives disadvantage on any ability made from red-stained steel. This sword’s
check, attack roll or saving throw that would bearer becomes incredibly hungry and is only
require the use of said appendage. truly satiated by the swords effect or other
The effect can be removed with a remove curse vampiric effects.
spell, casting this upon the chains themselves • (Magical) Adamantine Cabinet. (worth
removes the effect. The chains can be broken 15000gp or 1/10th that amount destroyed)
with a DC 20 Strength check or destroyed if but weighs nearly 600lbs to carry out.
they take 20 points of damage (AC 20).
In the cabinet is:
• A suit of Demon Armor.
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Countermeasures. There are a few ways that
R2. Trapped Chamber the trap can be overcome:
Situation • Open the Entryways. Opening the entryways
Read or paraphrase the following: is the fastest way to escape the trap, but
they are sealed shut. To open the doors,
You emerge into a large, empty stone chamber. the characters must first make a DC 20
Crude carvings of men fighting with various Wisdom (Perception) check to locate the
beasts cover the walls. weakest areas of the stone. Characters must
then deal 30 bludgeoning damage to the
Clues. Characters standing in the doorway with sealed entryway (AC 17). After this, a DC
a passive Wisdom (Perception) of 16 or higher 20 Strength (Athletics) check is needed to
immediately notice dried blood in gaps between clear the rubble aside. Each check requires
flagstones on the floor. A passive Wisdom an action.
(Perception) of 20 or higher also reveals inch
wide circular holes bored into the stonework and • Disable the Gas. The poisonous gas
a thin crack around the frame of the entryway. emanates from small holes in the corners
of the room. A successful DC 20 Dexterity
Tactics (Thieves Tools) check, or a DC 15 Strength
Bestial Wrath Trap (Athletics) check made to block up the holes
Complex trap (level 5-10, deadly threat) with a cloak or similar object, decreases the
Trigger. This trap activates when a non-demon poison damage by 5 (1d10). Once a character
enters the chamber. succeeds at the check, someone must remain
next to the holes to keep them blocked as
Initiative. Start initiative as soon as all the blockages tend to fall loose frequently every
characters are in the room. The trap acts on time another corner is blocked. Once all four
initiative 20 and 10. corners are blocked, the trap deactivates.
Active Elements. The Bestial Wrath fills the • Smash the Totems. The eight carvings
room with enraging gas and other deadly effects. in the room are imbued with the magic
which powers the trap. A successful DC 20
Sealed Chamber (Initiative 20). The room Strength (Athletics) check or an attack that
becomes sealed shut by sheets of stone which deals more than 20 damage (AC 17) to a
slide across the entryways. This effect activates carving destroys it. Each creature within 30
only once; on the first round that the trap feet of the totem when it is destroyed must
activates. succeed on a DC 20 Dexterity saving throw
or take 22 (4d10) force damage as the totem
Poison Gas (Initiative 20). Poisonous gas fills explodes.
the room. Each creature inside must make a DC
20 Constitution saving throw, taking 11 (2d10)
poison damage on a failed save, or half as much
damage on a successful one. Each creature
that fails the save also falls under the effects of
the confusion spell (see Dynamic Element –
Increased Potency below).
Bestial Totems (Initiative 10). One random
carving on the walls ignites with red flame. Roll a
d8 and consult the Totemic Effects table.
Dynamic Element – Increased Potency.
The damage from the Poison Gas element
increases by 5 (1d10) from round 2 onwards, to a
maximum of 22 (4d10).
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Pale Night. Pale Night is a bizarre and almost
R3. Realm of the Pale Night unknown ally of Baphomet. She lairs on his layer
Situation of the Abyss, and some claim that she may be his
Read or paraphrase the following: bride, mother or both. She defends a powerful
artifact that can be used against Baphomet, the
Reaching out of the darkness is what appears Enervation Shackles (Appendix A). She uses
to be an enormous grasping hand. You these to enfeeble potential victims for herself.
quickly realize that it is a white marble tower Pale Night’s home is a white marble tower
surrounded by small bone constructs. At its which resembles a gargantuan hand. Although
base, you see a sickly pale, yellowy-white it appears inanimate to begin with, it is perfectly
demon issuing orders to her creations. mobile and can attack any creature within its
“Go, march my lovelies! Wreak havoc on reach.
those weak and fleshy humans. Destroy their
beloved town and bring our Lord, Baphomet
Prince of Beasts, the blood he thirsts for!”
Totemic Effects Table
d8 Effect
1 Basilisk. Petrifying, floating eyes materialize in the air around the characters. Each creature
must succeed on a DC 15 Constitution saving throw. On a failed save, the creature
magically begins to turn to stone and is restrained. It must repeat the saving throw at the
end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until
freed by the greater restoration spell or other magic.
A creature can close its eyes in response to the eyes appearing to avoid making the
saving throw. Doing so means the character is blinded until the next initiative 10.
2 Bear. A bestial roar fills the chamber. Each creature must succeed on a DC 15 Wisdom
saving throw or take 11 (2d10) thunder damage. Each creature that fails the save attacks
recklessly until the next initiative 10. It has advantage on attack rolls, but attack rolls against
it also have advantage.
3 Boar. Spectral boar of black smoke charges around the room. Each creature must succeed
on a DC 15 Strength saving throw or be knocked prone.
4 Giant Bat. A stunning screech fills the chamber, and the gravity in the room is reversed
until the next initiative 10. Each creature in the room must succeed on a DC 15 Dexterity
saving throw to land on the roof on their feet; on failure the character takes 10 feet of
falling damage (1d6). This is repeated when gravity restores itself on the next initiative 10.
In addition, each creature must succeed on a DC 15 Charisma saving throw or become
stunned until the next initiative 10.
5 Panther. Magical darkness fills the room. Visibility is reduced to 1 foot until the next
initiative 10.
6 Serpent. Hundreds of skeletal serpents wriggle up from the ground beneath the characters.
Each character must succeed on a DC 15 Dexterity saving throw or be bitten, taking 11
(2d10) thunder damage and become poisoned until the next initiative 10.
7 Wyrm. A terrifying dragon’s head emerges from a random sealed entryway within the room.
It exhales fire in a 10-foot-wide, 50-foot-long line. Each creature in the line must succeed
on a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save or half as
much on a successful one.
8 Yeti. Freezing winds fill the room, chilling the characters to the core. Each creature
within the room must succeed on a DC 15 Constitution saving throw or gain one level of
exhaustion.
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Map 4.1: Baphomet's Lair
Legend R7. Torture Chamber
0. Portal Entry & Corridor R8. Sacrificial Shrine
R1. The Champion's Trophy Room R9. Loot Hoard
R2. Trapped Chamber R10. Kennels
R3. Realm of the Pale Night R11. Ankashar Corridor
R4. Demon Chamber R12. Statuary Corridor
R5. Spawning Pit R13. Scything Blades
R6. Prison R14. Baphomet's Throne
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Creatures R4. Demon Chamber
The chamber is home to:
6 x Bone Constructs Situation
5 x Crawling Claws Read or paraphrase the following:
1 x Pale Night
1 x Tower You emerge into a chamber plated in black
iron. First, you hear the snorts and grunts of
Tactics piggish gluttony, then the screams. The stench
If any non-demon or non-undead are noticed: of rotting flesh is nearly overwhelming. In the
1. Pale Night commands her undead creations center of the chamber are a handful of demons,
to attack. slowly tearing apart the screaming human.
2. She then spreads her wings and flies to the
top of her tower and then fires spells (DM’s Creatures
discretion) from atop her hand-like tower. This room contains:
3. If she gets the chance, she will fly in, attach 1 x Bulezau
the Enervation Shackles to a character, and 6 x dretches
teleport out with them.
Tactics
Tower. If a hostile creature comes within 50
The bulezau is torturing a trapped human whilst
feet of the tower, it has two options:
the dretch look on in glee, awaiting their scraps
1. Smash the creature (Melee Weapon Attack:
of the meal as the human shudders with a death
+10 to hit, reach 50ft., one target. Hit: 22
rattle.
(4d10) bludgeoning damage.)
1. The demons are not paying attention to
2. Grapple it (Athletics +10). Once grappled,
the party as they enter, and if any character
the creature is also restrained. The hand can
advances with a successful DC 13 Dexterity
throw objects or creatures up to 200 feet.
(Stealth) check, they can gain surprise on
the demons.
The Tower has 100 hit points; AC 20 immunity
2. If the party does not wish to move stealthily,
to poison and psychic damage. It ceases to
then the demons look up sharply and
animate if Pale Night dies.
advance into combat.
Treasure R5. Spawning Pit
Characters can find the following on defeating
Pale Night: Situation
• Enervation Shackles Read or paraphrase the following:
If the tower has not been destroyed, the heroes The sound of chanting carries down the
can also recover: corridor toward you. The chamber ahead is lit
• 1 x Amulet of Health with a purple light which pulses slightly every
• 1 x Berserker axe few seconds. The walls are made of chipped
• 3 x potions of supreme healing obsidian, casting the violet light around at
• 1 x Reincarnate spell scroll. strange angles. Standing around a deep pit are
minotaur and cultists wearing animal skulls
Development atop their heads. Crawling out of the pit is a
If the characters interogate Pale Night, a repugnant demon, partially covered by a filmy
successful DC 20 Charisma (Intimidation/ membrane.
Deception/Persuasion) check, or any other
spell effect that draws the information out of Creatures
the demon, discovers that the password on the This chamber contains:
arcane locked door in R7 - Torture Chamber is 4 x minotaur
"Narghoul". 4 x cult fanatics
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Tactics lethal damage to knock them out and throw
1. The cultists are 2 (1d4) turns away from them into the prison with the others.
finishing a ritual summoning of a demon. 2. Prisoners. The prison contains five
They are concentrating on the summoning as exhausted humans (commoners with
if it were a spell. four levels of exhaustion). They have been
2. Allow the party to attempt to sneak or captured by the devotees of Baphomet and
surprise attack if they wish, with an opposed are being held here for future use. They are
Minotaur passive Perception versus the all currently on 0 hp and unconscious.
party’s Dexterity (Stealth) check. The four 3. Cursed Bars. The black iron bars of the
minotaur attempt to intercept any act that prison have been cursed. Any non-demon
may break their concentration. who touches the bars must succeed on a
DC 16 Constitution saving throw or suffer
Development from 1d4 levels of exhaustion. This effect
Ritual. If the ritual is successfully completed, curse is removed from the bars with a
a demon fully emerges from the pit and attacks casting of dispel magic or a successful DC
the party. Roll on the following table to see what 15 Intelligence (Arcana) check. There is no
emerges. conventional lock on the door, only a hand-
sized iron plate. If a bulezau touches this,
the door swings open, any other creature is
Demon Table subjected to the previously mentioned effect.
d10 Demon(s)
1-2 1d4 barlgura Treasure
One of the prisoners has managed to hide her
3-4 1 chasme
family heirloom in a crack in the stone walls of
5-7 3d4 dretch the prison. It can be noticed by the characters
8 1 glabrezu with a successful DC 18 Wisdom (Perception)
9 2 hezrou check. If the characters rescue her, she will
retrieve it for herself.
10 1 vrock • Brooch of Shielding
R6. Prison Development
Situation Once the prisoners are rescued, they have every
Read or paraphrase the following: chance to be stabilized and/or healed to their
maximum Hit Points, which is currently 4 due
Black iron bars stretch across the chamber to their 4 levels of exhaustion. Once conscious
before you, beyond which are a small party of and able to talk, the five prisoners introduce
human prisoners. The prison is guarded by a themselves as Atilus (LG, male), Appius (NG,
pair of goat-headed demons. male), Lucilius (N, male), Quintilian (LG, male),
and their leader Porcia (NG, female).
The party of 5 found themselves trapped in the
Creatures eternal battlefield, and before long, captured
2 x Bulezau
by the demons that roam the area. They stood
5 x Commoners – four levels of exhaustion
their ground and fought well, but in the end,
the demons proved too much for them. Taken
Tactics prisoner and transported to this cell, they have
1. Guards. Two bulezau guard the prison been kept with no food or water for an unknown
doors. They attack any non-demon who amount of time. On providing the prisoners
appears before them. Allow the party to with food and water, they remove 2 levels of
attempt to sneak or surprise attack if they exhaustion immediately.
wish, with an opposed bulezau passive
Perception versus the party’s Dexterity
(Stealth) check. Rather than killing any
adversaries, the demons elect to deal non-
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What Porcia knows. If asked for any
information Porcia can recall a blurry memory of It's Locked! If the party attempts to open arge
some cultists jeering about how: double doors on the eastern wall, they find the
doors locked. The doors are magically locked
‘...the only thing that can stop Baphomet are with the Arcane Lock spell, cast by Pale Night
the magical shackles held by his mommy who (R3 - Realm of the Pale Night). If Pale Night has
slumbers in her cavern to the north!’ been slain, the arcane lock no longer holds the
door and the party may enter. If Pale Night still
A successful DC 20 Intelligence (Religion) lives, then the arcane lock is still in effect with
check names Baphomet’s mother as the demon a verbal password of “Narghoul”. To break the
Pale Night. door its durability is magically enhanced to AC
30.
R7. Torture Chamber The characters can obtain the password from
the Nalfeshnee in this area, or Pale Night in R3
Situation if they stop to interrogate one of them.
Read or paraphrase the following:
Alcoves. There are two alcoves in the eastern
Long before you enter the chamber, you hear wall of the room. Each contains a handful of
the screams of dying creatures from within. larger torture devices including a rack, an iron
When finally, you enter the room, the screams maiden, and a brazen bull. The southernmost
give way to sickening silence. The smell of the alcove contains an unconscious dwarf with
grotesque demon standing before you turns indescribable injuries.
your stomachs. The chamber before you has
hundreds of gruesome tools hung from its Creatures
ivory walls which stretch across dozens of feet. 1 x nalfeshnee
The floor is splattered with visceral fluids and
parts of creatures have been kicked into the
Tactics
corners. A long bloody trail disappears behind
1. The nalfeshnee teleports to anywhere within
a large set of doors on the western wall. The
15-feet of multiple party members and
demon’s tusked face grins as he swallows his
attacks with his multiattack action.
last mouthful of flesh, throwing the remains of
2. For any remaining rounds the nalfeshnee
the humanoid arm to the floor.
attacks with his multiattack action.
“Ah… More fresh meat for the Lord
Baphomet, he still needs to grow stronger… Development
not full strength yet but growing! Heh, heh, If magically healed in any fashion, the dwarf
heh!” snorts in laughter. regains consciousness but begins to howl in
pain. Each creature hearing the screams must
He advances. succeed on a DC 12 Wisdom saving throw
or gain an indefinite madness effect. The
This torture chamber belongs to a nalfeshnee dwarf is unable to be saved and dies soon after
loyal to Baphomet. Here, the vile demon awakening from shock.
performs heinous acts upon creatures to
extract information about Baphomet’s enemies, If the characters interogate the nalfeshnee,
eventually rending their souls from the maimed a successful DC 20 Charisma (Intimidation/
corpses. Deception/Persuasion) check, or any other
He is not above feasting on the remains spell effect that draws the information out of
once his job is complete, and quite often drags the demon, discovers that the password on the
bleeding, yet still alive, victims into Baphomet’s arcane locked door is "Narghoul".
Throne Room (R14) via the large double doors
on the eastern wall, for the Prince of Beasts to
feast on.
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If the elf survives. The elf will be truly grateful
R8. Sacrificial Shrine and pledge his life to stopping Baphomet from
Situation completely entering the world.
Read or paraphrase the following:
Carranias Rose. The elf’s name is Carranias
The floor of this room looks like the cracked Rose, a 9th level mage. He was caught unaware
skin of some gigantic creature. Toward the when the rift engulfed him, sucking him deep
center of the room is a large swelling mass. A into this third layer. He was separated from his
hole in the top opens as it starts to sputter red spellcasting focus, a crystal-topped staff which
fluid. Standing in a circle around the rupture, now lays in the corner and was set upon by the
bellowing an abyssal war chant, are a group two minotaur. Carranias is edgy around any
of bare-chested cultists, and at its top are two minotaur allies within the party; they sense this
minotaur. and go out of their way to prove their honor to
As you watch, they begin to lower a him with each following encounter.
struggling elf in white robes into the sputtering
fluid.
The minotaur and cultists are sacrificing the elf
(mage) to Baphomet in a demonic ritual.
Creatures
This room contains:
7 x Cultists
2 x Minotaur
1 x Elf - Mage
Tactics
1. If the characters attack, the cultists try to
hold them off, whilst the minotaur continue
their sacrifice.
2. The minotaur are concentrating on
the sacrifice (using the same rules as
concentration on a spell).
3. Once a minotaur takes any kind of damage,
the ritual fails, and they enter combat.
4. Ritual. If both minotaur manage to maintain
concentration for two rounds, they fully
immerse the elf in the fluid, which explodes
up into the air and covers the minotaur. From
that point forward, the minotaur are imbued
with bestial fury, giving them advantage on all
attack rolls.
Treasure
The elf is wearing a periapt of proof against
poison. If the characters must reach into the
fluid to recover the pendant, they take 11 (2d10)
acid damage.
Development
If the minotaur manage to complete the ritual,
then the elf dies, and the staff is not found in
the room. It has, in fact, been placed in the loot
hoard in Room 9.
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R9. Loot Hoard Treasure
Roll on the table below to determine what variety
Situation of treasure the characters find:
The characters come to a door, magically locked
and barred from the inside. Treasure Hoard Table
d10 Treasure
Tactics 1-5 Skulls and bones of thousands of
To open the door, characters must first succeed creatures are piled high in an ivory
on the following series of checks: mountain.
1. DC 20 Intelligence (Investigation) check 6-7 Hundreds of thousands of coins splay
to locate the mechanism and determine it is across the floor of the chamber, rising
magical. into glittering piles in places. Mixed
2. A successful DC 20 Intelligence (Arcana)
in with the coinage are gemstones,
check disenchants the lock.
goblets, jewelry and a host of other
3. A successful DC 20 Dexterity (Thieves’
precious items. The total worth of the
Tools) check picks the lock.
coins and items is 300,000 gp, but the
Once they gain access, read or paraphrase the combined weight is several tons.
following: 8-9 Hundreds of bottles are heaped on
the cold marble floor of the chamber.
You find yourselves in a room which culminates Many of them are filled with strange,
in a towering pile of items. colored liquids, others seem to contain
diaphanous wisps of blue-grey smoke.
257 of the flasks contain trapped souls
stolen by Baphomet and his cultists.
There are also 2d4 of each potion
found in the Dungeon Master’s Guide.
10 A huge mass of worthless items sits
at the far end of the room. Roll on the
trinkets table in the Player’s Handbook
for examples. Characters that take
the time to search through the piles
discover 1d4 magic items from Magic
Item Table I and 1d4 from Magic Item
Table H in the Dungeon Master’s Guide.
R10. Kennels
Situation
Read or paraphrase the following:
Ahead, the corridor opens into a seemingly
natural cavern. The air wafting out from the
cave is foul, tainted by rotting flesh and refuse.
Piles of putrid matter dot the cavern, some of
which have humanoid limbs emerging from
them. Somewhere toward the rear of the cave,
you can hear a crunching sound.
Stench. Any character that enters the cavern
must succeed on a DC 14 Constitution saving
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throw or become poisoned whilst they remain
in the room. A successful save renders the
R12. Statuary Corridor
character immune to the stench of rotting flesh As the characters enter this corridor, read or
for the next 24 hours. paraphrase the following:
In the southeast of the room are a pack The statues on either side of this passageway
of death dogs chowing down on a recently leer at you as you walk past. They seem to have
deceased gnome. Allow the party to attempt to been carved from horn or ivory and portray
sneak or surprise attack if they wish, with an horrifyingly mutated beasts.
opposed death dog passive Perception versus
the party’s Dexterity (Stealth) check. Any creature that touches a statue feels a
sickening draining sensation. They must
Creatures succeed on a DC 17 Wisdom saving throw to
8 x Death Dogs resist becoming cursed with vulnerability to
bludgeoning, piercing and slashing damage for
Tactics the next hour.
1. The death dogs immediately attack any
humanoid character that they notice, ganging R13. Scything Blades
up on the weakest if they are given a choice. Read or Paraphrase the following
Treasure Matted fur lines the walls and floor of the
There are six piles of rotting flesh and excrement passageway ahead, in areas, the fur is patchy,
in the cavern. If characters decide to search revealing the bare, leathery skin beneath.
through them, they must succeed on a DC 12 Scything through the air ust beyond the
Wisdom saving throw or become frightened entrance are great blades forged of bone and
of the piles, due to the grotesque contents stained with blood. You can see a great hoard
within. They must also succeed on a DC 15 of treasure in the chamber beyond.
Constitution saving throw or else become
poisoned by the rotten flesh and excrement.
Characters who move through the space of
There is a 50% chance that each pile contains
a scything blade must succeed on a DC 15
a piece of usable equipment or a wearable item
Dexterity saving throw, taking 14 (4d6) slashing
worth 50gp.
damage on a failed save or half as much on a
successful one. Any creature who fails the saving
throw by 5 or more gains an injury. Roll on the
R11. Ankashar Corridor following table.
Read or paraphrase the following:
A hulking demon that looks like a sickening
cross between a crocodile, bear, bat,and bull
fills the corridor ahead.
There is one ankashar demon pacing up and
down this corridor. It attacks any characters
that enter. Allow the party to attempt to sneak
or surprise attack if they wish, with an opposed
ankashar passive Perception versus the
party’s Dexterity (Stealth) check.
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Injury Table
d8 Injury
1-2 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and
on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you
have no eyes left after sustaining this injury, you’re blinded.
3-4 Lose an Ear. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
Magic such as the regenerate spell can restore the lost ear. If you have no ears left after
sustaining this injury, you’re deafened.
5 Lose an Arm or Hand. You can no longer hold anything with two hands, and you can hold
only a single object at a time. Magic such as the regenerate spell can restore the appendage.
There is a 50% chance to lose your proficiency bonus on attack rolls due to losing your
dominant weapon hand or arm.
6 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to
move unless you have a peg leg or other prosthesis. You fall prone after using the Dash
action. You have disadvantage on Dexterity checks made to balance. Magic such as the
regenerate spell can restore the lost appendage.
7-8 Severe Wound. Whenever you attempt an action in combat you must make a DC 15
Constitution saving throw. On a failed save, you lose your action and can’t use reactions
until the start of your next turn. In addition, you take 5 (1d10) points of bleed damage due
to blood loss at the start of each of your turns. The wound heals if you receive magical
healing.
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Once they can see within the chamber, read or
R14. Baphomet's Throne paraphrase the following:
Situation
South-Western Door. If the party attempts to The sight before you is gut churning. To the
open the doors from R7 – Torture Chamber southern side of the room lies a pile of half-
that lead into this area, they may find the doors eaten humanoid body parts, a blood trail stains
locked (see R7). The doors are magically locked the floor through the southern entrance where
with the Arcane Lock spell, cast by Pale Night the bodies had been dragged from. In the
(R3 - Realm of the Pale Night). If Pale Night has center of the chamber, a giant ritual symbol
been slain, the arcane lock no longer holds the is carved into the fleshy floor, it glows a sickly
door and the party may enter. If Pale Night still demonic green as brackish blood oozes from
lives, then the arcane lock is still in effect with the deep gashes. At one corner of the symbol
a verbal password of “Narghoul”. To break the the body of the, now dead, Minotaur leader
door its durability is magically enhanced to AC Astarte hangs, impaled on a rack of demonic
30. ivory horns sprouting from the leathery floor.
The characters can obtain the password from On an opposite corner, the body of Guthma
the Nalfeshnee in R7, or Pale Night in R3. One-Eye hangs in a similar fashion.
North-Western Door. When the heroes Then you see him, sitting upon a pulsating
approach this chamber from the north-western throne that looks like a soulless abomination
passage, they find that the giant double doors of melded and mutated body parts resembling
swing open on their own. that of bestial creatures. His hooves of
blackened death tear at the fleshy ground,
black and bloodied horns of demonic wrath
soar into the chasm above, and his grotesque
face is of nothing but chaos. The Prince of
Beasts snarls in ravenous pleasure.
A glowing red ruby hangs above his brow. It
hangs by a single chain that spreads between
two golden rings adorned by each of demon’s
horns.
Baphomet rises.
“Welcome… to my madness…” he grins at
you.
With a lift of his blackened clawed
appendages, the bodies of Astarte and Guthma
begin to spasm as they start to reanimate. They
pull themselves from their ivory hooks, land
heavily in the pool of blood beneath them, look
up, then charge in your direction.
The red ruby is a powerful artifact called
Baphomet’s Anchor. It is, in fact, a dimensional
anchor that prevents any dimensional shifting of
its wearer. This is designed to prevent any savvy
adventurer easily casting plane shifting spells,
like the banishment spell, against the demon
lord.
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Removing Baphomet’s Anchor. The artifact the effects that each of their deaths have on the
can be removed from Baphomet only if both of Demon Lord.
the following circumstancesare met: Round 1. Baphomet uses his Frightful
• A player indicates specifically that they are Presence, then uses his Legendary Action to
aiming to hit the chains by which the ruby is engage as many of the party as possible in melee
hanging from, AND; combat with the Heartcleaver attack.
• The same player rolls a successful hit with a Round 2. Baphomet attempts to cast the
natural 18, 19 or 20 on their attack roll. hunter’s mark spell on any party member that
is not frightened from round 1, then uses his
This successful hit snaps the chain, thereby multiattack action targeted at the marked
releasing Baphomet’s Anchor as it falls to the quarry. Baphomet also uses all of his available
floor. Its protection effects are then removed Legendary Action when possible targeting the
from Baphomet immediately. marked quarry.
Round 3. Baphomet uses an action to cast
Creatures his teleport spell to move 30 feet away from the
1 x Demonic Astarte closest party member. Then using his Legendary
1 x Demonic Guthma On-Eye Action, the demon lord charges at a selected
1 x Baphomet party member, which is not frightened, and not
marked as his quarry.
Tactics Round 4. Return to Round 1 and repeat.
Baphomet is not at full strength, as he still
requires the human leader sacrifice, for which Note: This tactics guide is indeed just that, a
Pale Night (R3) is planning an assault. If one of guide. You, the Dungeon Master, have free reign
either Demonic Astarte or Demonic Guthma over this and you should feel free to shape the
are slain, Baphomet’s power weakens a little actions of Baphomet and his minions as you see
with each death. Use the table below to confirm fit.
Minion Death Effect Table
Event Effect on Baphomet
First Minion Death • Strength ability is reduced to 20 (+5)
• All Melee Weapon Attacks to hit reduced to +14 to hit
(of either Astarte or Guthma) • All Melee Weapon Attack damage modifiers reduced to +5
then also apply the following damage modifier
additional ffects.
Astarte Destroyed • Wisdom ability score reduces to 18 (+4)
• Wisdom saving throw reduces to +11
• Perception skill reduced to+11
• Passive Perception sense reduced to 21
• Constitution ability is reduced to 20 (+5)
• Max Hit Points is reduced to: 218 (19d12 + 95)
• Constitution saving throw reduced to +12
• Ability Removal: Remove Legendary Resistance ability.
Guthma Destroyed • Charisma ability score reduces to 12 (+1)
• Charisma saving throw reduces to +1
• Intimidation skill reduced to +15
• Armor Class reduced to 20 (natural armor)
• Spell Save DC reduced to DC 16
• Action Removal: Remove Frightful Presence Action.
• Legendary Actions removal: Baphomet can no longer take
legendary actions.
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Once loot is collected, finish the campaign with
Epilogue the following:
As the players strike Baphomet his final blow,
read or paraphrase the following:
The ground beneath your feet ascends with
Note: If Baphomet still wears Baphomet’s pace, trembling with an almighty force it
Anchor during his death scene, his body does not breaks through the shattered demi-plane
banish back to the abyssal planes. His body stays above. On either side, the walls of the abyssal
in the Demiplane until the artifact is removed, rift begin to close like a gaping wound healing
and only then does the bestial corpse fade into on the world’s forsaken hide, sealing shut the
banishment. dark fracture to a world of demons.
Huge clouds of debris are thrown into the
As the great demon’s plan unravels before him, air. Muck and ash-strewn into vicious dust
you see the spirit drain out from behind his devils which tear through the landscape before
eyes. The lumbering, savage body of Baphomet petering out moments later.
crumples and slumps to the ground, emitting
a hideous roar filled with bestial wrath and As the dust clears, you find yourself returned
agony. As the towering demon lord releases his to the recognizable plains of your homeworld.
final death rattle and his evil soul is banished Littered across the otherwise welcoming vista
back to his home plane in the abyss, you notice are hundreds of corpses of man, minotaur, orc,
that the earth around you begins to change. beast and all manner of mutated monstrosities
in between.
At this point allow the party to loot anything from
the immediate area. Over the next few ten-days, it would be
discovered that some of these foul mutations
Loot still roam the scarred landscape, causing
On defeating Baphomet and his minions, the trouble here and there to brave travelers and
players can find the following loot: merchants. A sick reminder of the day that the
Prince of Beasts changed these lands forever.
From Baphomet:
• Baphomet’s Anchor
From Astarte: Milestone #3 Level Up!
• a +1 longsword As soon as the party defeats Baphomet and his
• shortsword minions, reward each member of the party with
• a pair of silver horns (25 gp each) a level up. This should bring the APL to level 11
(unless scaling for other levels).
From Guthma:
• a +1 greataxe
• a spear
• a set of golden tusks (25 gp each)
From the pile of body parts:
• Coinage (12000 gp, 1200 pp)
• Brass Cloth Gown (250 gp)
• Ebony Miniature (of a Tower) set with
Chalcedony (250 gp)
• Platinum Cloth Sash (250 gp)
• Citrine Comb (250 gp)
• Spell Scroll (Locate Creature)
• Bag of Beans (7 beans)
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Appendix A - Monsters & Men
Arlon Silverstom Ankashar
Personality Trait. I have little time for childish Large fiend (demon), chaotic evil
behaviour, there is holy work to be done!
Ideal. Knowledge. For one to truly be with their Armor Class 14 (natural armor)
god, one must understand religeon in its entirety. Hit Points 115 (11d10 + 55)
Bond. The people of my town, I love them truly Speed 30 ft., fly 40 ft.
and would do anything to see them safe.
Flaw. I tend to be of short patience, and STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 20 (+5) 6 (-2) 14 (+2) 11 (+0)
always seem rushed, which makes people
uncomfortable around me.
Damage Resistances cold, fire, lightning: bludgeoning,
piercing and slashing from nonmagical weapons
Arlon Silverstom Damage Immunities poison
Medium humanoid (human), lawful good Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 12
Armor Class 10 Languages Abyssal
Hit Points 9 (2d8) Challenge 5 (1,800 XP)
Speed 30 ft.
Compact Body. As a bonus action on its turn, the ankashar
can fold in its wings and retract its legs. Whilst in the form, it
STR DEX CON INT WIS CHA
cannot fly or use attack actions, but counts as Medium size
10 (+0) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 11 (+0)
and gains advantage on Dexterity (Stealth) checks. It can end
this form as a bonus action on subsequent turns.
Skills Medicine +4, Religion +2
Senses passive Perception 10 Magic Resistance. The ankashar has advantage on saving
Languages Common throws against spells and other magical effects.
Challenge 1/4 (5O XP)
Actions
Spellcasting. Arlon is a 1st-level spellcaster. His
Multiattack. The ankashar makes two attacks with its bite or
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
one with its bite and one with its tail.
with spell attacks). Arlon has following cleric spells prepared:
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Cantrips (at will): light, sacred flame, thaumaturgy Hit: 13 (2d8 + 4) piercing damage.
1st level (3 slots): bless, cure wounds, sanctuary
Gaze of Madness (Recharge 5-6). The ankashar targets one
Actions creature it can see within 30 feet of it. The target must suc-
ceed on a DC 13 Charisma saving throw against this magic or
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. take 10 (3d6) psychic damage and suffer one level of short-
Hit: 2 (1d4) bludgeoning damage. term madness (DMG, p258+).
Acolytes are junior members of a clergy, usually answerable Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
to a priest. They perform a variety of functions in a temple Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing
and are granted minor spellcasting power by their deities. damage, the ankashar can knock the target prone.
Ankashar Warpflesh Variant At the end of each long rest, the creature must
Some ankashar carry a foul disease known as repeat the saving throw. On a failed save, its
warpflesh, which causes the area bitten by an Dexterity score is reduced by a further 1d4.
ankashar to twist and bend, becoming deformed. Whilst infected by Warpflesh, a creature has
A creature bitten by an ankashar must succeed disadvantage against any effect that would alter
on a DC 15 Constitution saving throw against its form, such as the flesh to stone or polymorph
disease or contract Warpflesh. An infected spell.
creature immediately has its Dexterity score Warpflesh can only be removed through
reduced by 1d4. If this reduces the creature’s magical healing, such as a casting of heal or
Dexterity to 0, it dies. remove disease.
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Aurochs
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 38 (4dl0 + 16)
Speed 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+O) 19 (+4) 2 (-4) 12 (+ 1) 5 (-3)
Senses passive Perception 11
Languages -
Challenge 2 (450 XP)
Charge. If the aurochs moves at least 20 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 knocked prone.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
Hit: 14 (2d8 + 5) piercing damage.
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Magic Weapons. Baphomet's weapon attacks are magical.
Baphomet
Huge fiend (demon), chaotic evil
Reckless. At the start of his turn, Baphomet can gain
advantage on all melee weapon attack rolls during that turn,
Armor Class 19 (natural armor) but attack rolls against him have advantage until the start of
Hit Points 275 (19d12+152) his next turn.
Speed 40 ft.
STR DEX CON INT WIS CHA Actions
26(+8) 14(+2) 26(+8) 18(+4) 20(+5) 16(+3)
Multiattack. Baphomet makes three attacks: one with Heart-
cleaver, one with his bite, and one with his gore attack.
Saving Throws Dex +9, Con +15, Wis +12
Skills Intimidation +17, Perception +12 Heartcleaver. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Damage Resistances cold, fire, lightning one target. Hit: 21 (2d10 + 8) slashing damage.
Damage Immunities poison; bludgeoning, piercing, and
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
slashing that is nonmagical
target. Hit: 19 (2d8 + 8) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Senses truesight 120 ft., passive Perception 22 target. Hit: 17 (2d6 + 8) piercing damage.
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP) Frightful Presence (recharge on 5 or 6). Each creature of
Baphomet's choice within 120 feet of him and aware if he
Charge. If Baphomet moves at least 10 feet straight toward a must succeed on a DC 18 Wisdom saving throw or become
target and then hits it with a gore attack on the same turn, the frightened for 1 minute. A frightened creature can repeat the
target takes an extra 16 (3d10) piercing damage. If the target saving throw at the end of each of its turns, ending the effect
is a creature, it must succeed on a DC 25 Strength saving on itself on a success. These later saves have disadvantage in
throw or be pushed up to 10 feet away and knocked prone. Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves of the effect
Innate Spellcasting. Baphomet's spellcasting ability is ends on it, the creature is immune to Baphomet's Frightful
Charisma (spell save DC 18) He can innately cast the Presence for the next 24 hours.
following spells, requiring no material components:
At will: detect magic Legendary Actions
3/day each: dispel magic, dominate beast, hunter's mark,
maze, wall of stone Baphomet can take 1 legendary action per round. This
1/day: teleport Legendary Action can be used only at the end of another crea-
ture’s turn. Baphomet regains a spent Legendary Action at the
Labyrinthe Recall. Baphomet can perfectly recall any path he start of his next turn.
has traveled, and he is immune to the maze spell.
Heartcleaver Attack. Baphomet makes a melee attack with
Legendary Resistance (1/day). If Baphomet fails a saving Heartcleaver.
throw, he can choose to succeed instead.
Charge. Baphomet moves up to his speed, then makes a gore
attack.
Magic Resistance. Baphomet has advantage on saving throws
against spells and other magical effects.
Madness of Baphomet
If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness
of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until
cured. See the Dungeon Master's Guide for more on madness.
Madness of Baphomet
d100 Flaw (lasts until cured)
01-20 "My anger consumes me. I can't be reasoned with when my rage has been stroked."
21-40 "I degenerate into beastly behaviour, seeming more like a wild animal than a thinking being."
41-60 "The world is my hunting ground. Others are my prey."
61-80 "Hate comes easily to me and explodes into rage."
81-00 "I see those who oppose me not as people, but as beasts meant to be preyed upon."
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Bone Construct
Medium undead, lawful evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 20 ft.
STR DEX CON INT WIS CHA
18(+4) 11(+0) 15(+2) 3(-4) 10(+0) 5(-3)
Saving Throws Wis +3
Damage Vulnerabilities bludgeoning
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60ft., passive Perception 10
Languages understand the languages of its creator but can’t
speak
Challenge 3 (700 XP)
Immutable Form. The bone construct is immune to any spell
or effect that would alter its form.
Magic Resistance. The bone construct has advantage on
saving throws against spells and other magical effects.
Magic Weapons. The bone construct’s weapon attacks are
magical.
Actions
Multiattack. The bone construct makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 17 (3d8 + 4) bludgeoning damage.
Flurry of Bones (Recharge 5-6). The bone construct begins to
thrash around, slashing out those surrounding it. Each crea-
ture within 10 feet of the Bone Construct must succeed on a
DC 13 Dexterity saving throw, taking 10 (3d6) slashing dam-
age on a failed save, or half as much one a successful one.
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Bulezau
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 115 (11d10 + 55)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 20 (+5) 8 (-1) 15 (+2) 10 (+0)
Saving Throws Str +7, Dex +7, Wis +5
Damage Resistances cold, fire, lightning: bludgeoning,
piercing and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 9 (5,000 XP)
Charge. If the bulezau 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.
Magic Resistance. The bulezau has advantage on saving
throws against spells and other magical effects.
Ravage the Fallen. The bulezau deals an extra 7 (2d6) damage
to prone targets.
Wounded Fury. While it has 25 hit points or fewer, the
bulezau has advantage on attack rolls. In addition, it deals an
extra 7 (2d6) damage to any target it hits with a melee attack.
Actions
Multiattack. The bulezau makes three attacks: one gore attack
and two with its longspear.
Gore. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Longspear. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage.
Blood Cry Recharge (5-6). Each creature within 15 feet of the
bulezau must make a DC 15 Constitution saving throw. On a
failed save, a creature takes 22 (5d8) thunder damage and is
pushed 10 feet away from the bulezau. On a successful save,
a creature takes half as much damage and isn't pushed.
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Daedalus
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 20 (+5) 19 (+4) 16 (+3)
Saving Throws Int +9, Wis +8
Skills Arcana +13, History +13, Religion +13
Damage Resistances damage from spells; nonmagical
bludgeoning, piercing and slashing (from stoneskin)
Senses passive Perception 14
Challenge 12 (8,400 XP)
Incite the Hunters (Recharges after a Short or Long Rest). As
an action, Daedalus allows each ally within 30 feet of it that
Cult Fanatic Skeleton has the Unerring Tracker trait to make one weapon attack as a
Medium undead, chaotic evil reaction against the target of that ally’s Unerring Tracker.
Labyrinthine Recall. Daedalus can perfectly recall any path it
has traveled.
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6) Magic Resistance. Daedalus has advantage on saving throws
Speed 30 ft. against spells and other magical effects.
STR DEX CON INT WIS CHA Spellcasting. Daedalus is an 18th-level spellcaster. Its
11 (+0) 16 (+3) 12 (+1) 6 (-2) 13 (+1) 10 (+0) spellcasting ability is Intelligence (spell save DC 17, +9
to hit with spell attacks). Daedalus can cast disguise self
and invisibility at will and has the following wizard spells
Skills Deception +2, Persuasion +2 prepared:
Damage Vulnerabilities bludgeoning
Damage Immunities poison Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
Condition Immunities exhaustion, poisoned shocking graps
Senses darkvision 60 ft., passive Perception 10 1st level (4 slots): hunter’s mark, identify, mage armor,*
Languages Common magic missile
Challenge 2 (450 XP) 2nd level (3 slots): beast sense, mirror image, misty step
3rd level (3 slots): slow, counterspell, fly, lightning bolt
Dark Devotion. The fanatic has advantage on saving throws 4th level (3 slots): banishment, fire shield, stoneskin*
against being charmed or frightened. 5th level (3 slots): cone of cold, wall of force
6th level (1 slot): globe of invulnerability
Spellcasting. The fanatic is a 4th-level spellcaster. Its 7th level (1 slot): teleport
spellcasting ability is Wisdom (spell save DC 11, +3 to hit 8th level (1 slot): mind blank*
with spell attacks). The fanatic has the following cleric spells 9th level (1 slot): time stop
prepared:
*Daedalus casts these spells on herself before combat.
Cantrips (at will): light, sacred flame, thaumaturgy Unerring Tracker. As a bonus action, Daedalus magically
1st level (4 slots): command, inflict wounds, shield of faith creates a psychic link with one creature it can see. For the
2nd level (3 slots): hold person, spiritual weapon next hour, as a bonus action Daedalus learns the current
distance and direction to the target if it is on the same plane
Actions of existence. The link ends if Daedalus is incapacitated or if it
uses this ability on a different target.
Multiattack. The fanatic makes two melee attacks.
Actions
Dagger. Melee or Ranged Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
damage. Hit: 4 (1d4 + 2) bludgeoning damage.
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Labyrinthine Recall. The demon can perfectly recall any path it
Demonic Astarte has traveled.
Large fiend (demon), chaotic evil
Reckless. At the start of its turn, the demon can gain
Armor Class 17 (natural armor) advantage on all melee attack rolls it makes during that turn,
Hit Points 95 (10d10 + 40) but attack rolls against it have advantage until the start of its
Speed 40 ft. next turn.
STR DEX CON INT WIS CHA Actions
20 (+4) 14 (+2) 18 (+4) 8 (-1) 16 (+3) 9 (-1)
Multiattack. The demon uses Tearing Horns if it can. It then
makes three attacks: two with its longsword and one with its
Saving Throws Str +8, Dex +6, Con +8 shortsword.
Skills Athletics +8, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
piercing and slashing from nonmagical attacks target. Hit: 22(4d8 + 4) slashing damage, or 24 (2d10 + 2d8
Damage Immunities poison + 4) slashing damage if used with two hands.
Condition Immunities poisoned
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses truesight 120 ft., passive Perception 17
target. Hit: 20 (2d6 + 2d8 + 4) piercing damage.
Languages Abyssal, telepathy 120 ft.
Challenge 10 (5,900 XP) Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Charge. If the demon moves at least 10 feet straight toward a
target and then hits with a gore attack on the same turn, the Tearing Horns (Recharge 5-6). The demon swings its horns in
target takes an extra 9 (2d8) piercing damage. If the target is a wide arc before it. Each creature in a 15-foot cone directly
a creature, it must then succeed on a DC 17 Strength saving in front of the demon must succeed on a DC 13 Dexterity
throw or be pushed up to 10 feet away and knocked prone. saving throw, taking 22 (4d8 + 4) slashing damage on a failed
save, or half as much on a successful one.
Baphomet’s Wrath. The demon deals an extra 9 (2d8) damage
when it hits with a weapon attack (included in the attack). Reactions
Innate Spellcasting. The demon’s spellcasting ability is Parry. The demon adds 3 to its AC against one melee attack
Wisdom. The demon can innately cast the following spells, that would hit it. To do so, the demon must see the attacker
requiring no material components: and be wielding a melee weapon.
1/day: maze
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At will: bane, command, inflict wounds
Demonic Guthma 1/day each: bestow curse, dominate person
Medium fiend (demon), chaotic evil
Magic Resistance. The demon has advantage on saving
Armor Class 15 (natural armor) throws against magical effects.
Hit Points 95 (10d8 + 50)
Speed 30 ft. Actions
Multiattack. The demon makes three attacks: one with its
STR DEX CON INT WIS CHA
greataxe or spear and two with its bite. Alternatively, it makes
21 (+5) 13 (+1) 20 (+5) 11 (+0) 16 (+3) 16 (+3)
two attacks with its bite and casts one spell or uses Battle Cry.
Saving Throws Str +9, Con +9, Wis +7 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning; bludgeoning, Hit: 18 (3d8 + 5) piercing damage.
piercing and slashing from nonmagical attacks
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Immunities poison
target. Hit: 20(1d12 + 2d8 + 5) slashing damage.
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 17 Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Languages Abyssal, Orc, telepathy 120 ft. or range 20/60 ft., one target. Hit: 17(1d6 + 2d8 + 5)
Challenge 10 (5,900 XP) piercing damage, or 18 (3d8 + 5) piercing damage if used
with two hands to make a melee attack.
Aggressive. As a bonus action, the demon can move up to its
speed toward a hostile creature it can see. Battlecry (1/Day). Each creature of the demon’s choice that
is within 30 feet of it, can hear it, and not already affected by
Baphomet’s Wrath. The demon deals an extra 9 (2d8) damage the Battle Cry can gain advantage on attack rolls until the start
when it hits with a weapon attack (included in the attack). of the demon’s next turn.
Innate Spellcasting. The demon’s spellcasting ability is Reactions
Wisdom (spell save DC 15, +7 to hit with spell attacks). The
demon can innately cast the following spells, requiring no Unbridled Fury. In response to being hit by a melee attack, the
material components: demon can make one melee weapon attack with advantage
against the attacker.
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Floating Head Ghour
Tiny undead, chaotic evil Huge fiend (demon), chaotic evil
Armor Class 13 Armor Class 14 (natural armor)
Hit Points 10 (5d4) Hit Points 241 (21d12 + 105)
Speed 0 ft., fly 30 ft. (hover) Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 6 (-2) 22 (+6) 8 (-1) 20 (+5) 15 (+2) 13 (+1) 11 (+0)
Damage Immunities poison Saving Throws Str +9, Con +8, Int +5, Wis +4
Condition Immunities exhaustion, poisoned, prone Skills Perception +4
Senses darkvision 60ft., passive Perception 10 Damage Immunities cold, fire, lightning; bludgeoning,
Challenge 1/2 (100 XP) piercing and slashing from nonmagical weapons
Damage Immunities poison
Actions Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 14
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- Languages Abyssal, Giant
ture. Hit: 3 (1 + 2) piercing damage. Challenge 15 (13,000 XP)
Paralyzing Glare (1/Day). The floating head affixes a creature
that it can see, and that can see it, that is within 60 feet of Magic Resistance. The ghour has advantage on saving throws
it with a bloodcurdling glare. The creature must succeed on against spells and other magical effects.
a DC 10 Constitution saving throw or become paralyzed for
1 minute, or until it takes damage. A creature that succeeds Innate Spellcasting. The ghour's spellcasting ability is
on the saving throw is immune to the Paralyzing Glare of all Intelligence (spell save DC 15). The ghour can innately cast
floating heads for 24 hours. the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fear, maze
Actions
Multiattack. The ghour uses its Breath Weapon if it can. It
then makes three attacks: one with its gore and two with its
fists.
Breath Weapon (Recharge 6). The ghour exhales a 30-foot-
long, 10-foot-wide line of noxious gas. Each non-demon crea-
ture in the area must succeed on a DC 16 Dexterity saving
throw. On a failed save, a creature takes 22 (4d10) poison
damage and has its Strength score reduced by 1d6. The
creature dies if this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a long or short rest.
On a successful save, a creature takes half the damage and
does not have its Strength score reduced.
Fist. Melee Weapon Attack: +9 to hit, reach 10ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Gore. Melee Weapon Attack: +9 to hit, reach 10ft., one tar-
get. Hit: 28 (4d10 + 6) piercing damage.
Roar (1/Day). The ghour bellows an ear-splitting roar. Each
non-demon creature within 30 feet of the ghour that can
hear it must succeed on a DC 16 Constitution saving throw
or become stunned for 1d4 rounds. Creatures that fail by 5
or more take 11 (2d10) psychic damage and are deafened for
the same number of rounds.
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Minotaur Veteran
Large monstrosity, lawful neutral
Armor Class 17 (splint)
Hit Points 78 (9d10 + 27)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
Skills Athletics +8, Perception +7
Senses darkvision 60ft., passive Perception 17
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Charge. If the minotaur moves at least 10 feet straight toward
a target and then hits 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 14 Strength saving throw
or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path
it has traveled.
Reckless. At the start of its turn, the minotaur can gain
advantage on all melee attack rolls it makes during that turn,
but attack rolls against it have advantage until the start of its
next turn.
Actions
Multiattack. The minotaur makes two longsword attacks. If it
has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 13 (2d8 + 4)
piercing damage.
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Magic Weapons. Pale Night’s weapon attacks are magical.
Pale Night
Medium fiend (demon), chaotic evil
Actions
Armor Class 11 Withering Touch. Melee Weapon Attack: +14 to hit, reach
Hit Points 176 (32d8 + 32) 5ft., one target. Hit: 35 (8d6 + 7) necrotic damage and the
Speed 0ft., fly 80ft. (hover) target’s Charisma score is reduced by 1d4. The target dies if
this reduces its Charisma to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest. For each point of
STR DEX CON INT WIS CHA
Charisma drained, Pale Night gains 5 temporary hit points.
1(-5) 22(+6) 12(+1) 23(+6) 20(+5) 24(+7)
Embrace (3/Day). Melee Weapon Attack: +14 to hit, reach
Saving Throws Dex +13, Con +8, Wis +12 5ft., one Large or smaller creature. Hit: The target must make
Skills Perception +12 on a DC 22 Wisdom saving throw. On a successful saving
Damage Resistances acid, fire, lightning, thunder throw, the target is stunned until the end of Pale Night’s next
Damage Immunities cold, necrotic, poison; bludgeoning, turn. On a failure, the target is transported to the Ethereal
piercing and slashing from nonmagical weapons Plane. The creature can't attack creatures on the original Plane
Condition Immunities charmed, exhaustion, frightened, and vice versa. The creature is invisible and utterly silent to
grappled, paralyzed, petrified, poisoned, prone, restrained someone on the original Plane, and solid objects on the over-
Senses truesight 120ft., darkvision 60ft., passive Perception lapped plane don't hamper the movement of a creature.
22
Truth Beyond the Veil (1/Day). Pale Night reveals her true
Languages all, telepathy 120ft.
form from beneath her shroud. Each creature within 30ft. of
Challenge 18 (20,000 XP)
her with 100 hit points or fewer must succeed on a DC 22
Wisdom saving throw. On a failed save, the creature dies.
Incorporeal Movement. Pale Night can move through other
creatures and objects as if they were difficult terrain. It takes Legendary Actions
5 (1d10) force damage if it ends its turn inside an object.
Pale Night can take 3 legendary actions, choosing from the
Innate Spellcasting. Pale Night’s spellcasting ability is options below. Only one legendary action option can be used
Charisma (spell save DC 22). She can innately cast the at a time and only at the end of another creature's turn. Pale
following spells, requiring no material components: Night regains spent legendary actions at the start of her turn.
At will: blight, confusion Attack. Pale Night makes one withering touch attack.
3/day each: dispel magic, hallow, telekinesis
1/day each: astral projection (self only), imprisonment Etherealness. Pale Night magically enters the Ethereal Plane
from the Material Plane or vice versa. It is visible on the Mate-
Legendary Resistance (3/Day). If Pale Night fails a saving rial Plane while it is in the Border Ethereal, and vice versa, yet
throw, she can choose to succeed instead. it can’t affect or be affected by anything on the other plane.
Magic Resistance. Pale Night has advantage on saving throws
against spells and other magical effects.
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Personality Trait. My people are my family, I will
Perseus lay my own life down to ensure their safety if it
Perseus is a talented military leader who is held comes to it.
in high regard among the Minotaur society. Once Ideal. Honor. Everything that I do is in the name
Second in Command, Perseus is an avid believer of honor, for without honor, what worth are we?
in the Minotaur’s deep and honorable culture. He Bond. My leader and mentor, Astarte, is the most
now bares the weight of being the new inherited influential and important figure in my life, I will
Minotaur Leader due to the death of the late server and protect her no matter the cost.
Astarte. Proud and courageous, he prefers to Flaw. My honor and courage can sometimes
meet foes face-to-face before sneaking about for blind me from tactically superior plans and
an added, dishonorable, advantage. actions, especially those that are not so
honorable.
Perseus
Large monstrosity, lawful neutral
Armor Class 19
Hit Points 122 (12d10 + 36)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
Skills Athletics +8, Perception +7
Senses darkvision 60ft., passive Perception 17
Languages Abyssal, Common
Challenge 6 (2,300 XP)
Charge. If the minotaur moves at least 10 feet straight toward
a target and then hits 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 14 Strength saving throw
or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path
it has travelled.
Reckless. At the start of its turn, the minotaur can gain
advantage on all melee attack rolls it makes during that turn,
but attack rolls against it have advantage until the start of its
next turn.
Actions
Multiattack. The minotaur makes two longsword attacks. If it
has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
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Appendix B - Magic Items
Enervation Shackles Baphomet's Anchor
Wondrous item, legendary Wondrous, gem (requires attune-
ment)
You can use an action to place these
shackles on a creature by succeeding This dark ruby was created by the demon lord
on a Strength (Athletics) check contested Baphomet to prevent his untimely banishment
by the target’s Strength (Athletics) or back to the demonic abyss. While wearing/
Dexterity (Acrobatics) check. The attuned to this gem, the wearer is protected
shackles adjust to fit a creature of any against any effect that would change its
size. In addition to serving as mundane current plane of existence. This includes
manacles, the shackles reduce a crea- spells such as banishment and planar shift, or
ture’s Strength score by 4, to a minimum of physical manifestations such as inter-dimension-
1. In addition, the target deals only half dam- al portals.
age with weapon attacks that use Strength
until the spell ends. The shackled creature
can use an action on its turn to attempt a DC 30 Heartcleaver
Strength (Athletics) check. On a success, the Non-Magical Great Glaive, legendary
creature breaks free and destroys the shackles.
You and any creature you designate when you Though not technically a new magical weapon,
use the shackles can use an action to remove this legendary glaive has been included here for
them. DM’s to contemplate should the party decide to
take it as a trophy piece.
For reasons only known to Baphomet himself,
The Cursed Ring of this non-magical weapon is Baphomet’s most
X-ray Vision favorite weapon, choosing it over any magical
weapon he may come across.
This ring, made from the varnished eye of a devil As such, should the characters choose to
in an ivory band, provides the wearer with all take this weapon as a trophy piece, whether
the benefits of the Ring of X-Ray Vision (DMG, they choose to use it or not, Baphomet will do
p193). everything in his power to retrieve it once he
However, it is cursed. Once a character knows it has gone missing.
attunes to this ring, they can’t take it off unless It is automatically noticed by any worshiper of
targeted by a remove curse spell or similar Baphomet who will also do everything in their
magic. Whilst wearing the ring, the character’s power to retrieve it, hoping to garner favor from
eyesight begins to fail. At the end of each long the Demon Lord should they do. In addition,
rest, they gain a cumulative -1 to any ability any worshiper of Yeenoghu (Demon Lord of
check that relies on sight. Once this negative Gnolls and Baphomet’s worst enemy) will notice
modifier reaches -6, the character becomes the weapon 50% of the time. They too will do
permanently blind and their eyes melt from their anything to retrieve it, hoping also to garner
face. Magic such as the regenerate spell can favor for their heroic deed.
restore the character’s eyes. Allow the player Either way, taking the weapon and not
this knowledge on attunement. returning it will result in nothing short of chaos
for the party if they do.
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Appendix C - Appendix Reference Page
Creatures: Magic Items:
• Ankashar (Appendix A) • Amulet of Health (DMG, p150)
• Aurochs (Appendix A) • Bag of Beans (7 beans) (DMG, p152)
• Baphomet (Appendix A). • Baphomet’s Anchor (Appendix B)
• Barlgura demon (MM, p56) • Berzerker Axe (DMG, p155)
• Bone Constructs (Appendix A) • Black Iron +1 Longsword (hungry quirk)
• Brown Bears (MM, 319) (DMG, p143)
• Bulezau (Appendix A) • Brooch of Shielding (DMG, p156)
• Chasme Demon (MM, p57) • Cursed Ring of X-Ray Vision (Appendix B)
• Commoners (MM, p345) • Demon Armor (DMG, p165)
• Crawling Claws (MM, p44) • Enervation Shackles (Appendix B)
• Crocodile (MM, p320) • Heartcleaver (Appendix B)
• Cult Fanatic (MM, p345) • Mace of Terror (DMG, p180)
• Cult Fanatic Skeleton (Appendix A) • Periapt of Proof Against Poison (DMG, p184)
• Cultists (MM, p345) • Potion of Diminution (DMG, p187)
• Daedalus (Appendix A) • Potion of Poison (DMG, p188)
• Death Dogs (MM, p321) • Potion of Supreme Healing (DMG, p187)
• Demonic Astarte (Appendix A) • Spell Scroll (Reincarnate) (DMG, p200)
• Demonic Guthma On-Eye (Appendix A) • Spell Scroll (Locate Creature) (DMG, p200)
• Dretch (MM, p57) • Staff of Withering (DMG, p205)
• Dwarf (PHB, p18) • Sword of Life Stealing (DMG, p206)
• Elf (PHB, p21)
• Floating Heads (Appendix A) Spells
• Ghost (MM, p147) • Banishment (PHB, p217)
• Ghour (Appendix A) • Confusion (PHB, p224)
• Giant bat (MM, p323) • Darkness (PHB, p230)
• Giant Boars (MM, p323) • Dispel Magic (PHB, p234)
• Hezrou (MM, p60) • Greater Restoration (PHB, p246)
• Hill Giants (MM, p155) • Regenerate (PHB, p271)
• Human (PHB, p29) • Speak with Dead (PHB, p277)
• Imp (MM, p76) • Remove Curse (PHB, p271)
• Mage (MM, p347) • Teleportation (PHB, p281)
• Manes demons (MM, p60) • Wish (PHB, p288+)
• Minotaur (MM, 223)
• Minotaur Skeletons (MM, p273) References
• Nalfeshnee (MM, p62)
• Ogre (MM, p237) • Advantage / Disadvantage (PHB, p7)
• Orc (MM, p246) • Chase (Chapter 8; DMG, p252+)
• Pale Night (Appendix A) • Conditions (Unconscious Poisoned
• Poisonous Snake (MM, p334) Frightened Petrified Blinded Restrained
• Shadow Demons (MM, p64) Prone Stunned Deafened) (PHB, p290)
• Skeletons (MM, p272) • Difficult Terrain (PHB, p182)
• Spectral Warriors (see specter; MM, p279) • Exhaustion (PHB, p191)
• Tanarukks (VGtM, p186) • Extreme Heat (DMG, p110)
• Tigers (MM, p339) • Madness (Short and Indefinite) (DMG,
• Vrock (MM, p64) p258+)
• Warhorse Skeleton (MM, p273) • Madness of Baphomet (Appendix A – see
• Wraith (MM, p302) Baphomet)
• Zombie (MM, p316)
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