Labyrinth Minotaur

Labyrinth Minotaur
Level 15 (+7)
"We’d heard of such creatures before, and we thought we could just lure the stupid thing out and be done. As it turns out, it was the one luring us."
——Sandreo Bitterleaf, Half-Elven Fighter remarking on his experience with a Labyrinth Minotaur
The Minotaur of the Labyrinth is a large, sinister and powerful bull-like humanoid like a normal minotaur, that has been cursed to serve as Master of the Maze. Many powerful beings construct elaborate dungeons designed to confuse and trap greedy adventurers or heroes attempting to thwart their planes. The Labyrinth Minotaur is a powerful, tireless creature that has been infused with the magical essence of the enchanted maze and can navigate its corridors by magically melding through its walls to reach explorers. It is relentless in its pursuit, and if it finds itself physically outmatched (a rare occurrence), it can call upon the curse of the maze to warp the perception of intruders, causing them to lose their way and become directionless, even in combat. Its life magically extended to serve indefinitely, and having spent centuries as a guardian, it is exceptionally skilled in combat, and prefers to eliminate interlopers with a gore from its thick, brutal horns and follow up with a devastating blow from its massive greataxe. Slightly larger than a normal minotaur, it can stand up to 9 feet tall and weighs almost 1,000 lbs.
Awareness
23
Senses
Darkvision, Scent
Initiative
18/1d8
Max HP
311
Resilience: +5
Healing Value: 62
Morale
3
Defenses
AC
23/25
Touch
21
Fort
23
Reflex
20
Will
20
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
22 / 27
DEX
11 / 16
CON
20 / 25
INT
8 / 10
WIS
15 / 17
CHA
8 / 10
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 0
Skirmish 35ft / 0
Sprint 60ft / 0
At-Will
+18 vs AC (Crit 25%/20)
Greataxe
2d10+12 (avg 23) Chopping damage (ArN 6)
REC 7, Reach 10ft
+18 vs AC (Crit 15%/20)
Gore
2d8+6 (avg 15) Piercing damage (ArN 4)
REC 5, Reach 5ft
2d8+6 (avg 15) Bludgeoning damage
Grapple +19
Special Actions
Minotaur Techniques
On each turn, roll 1d8 to determine the actions available to the Labyrinth Minotaur.

Any result:
Basic Attack: Make a Greataxe or Gore Attack. (Basic)

3 or more, choose one of the following:
Charging Gore [REC 7]: The minotaur charges and makes a Gore attack. On a hit, deal 2d8+15 (avg 24) Piercing damage and a target of large size or smaller is knocked Prone. (Basic)
Wide Swing [REC 8]: The minotaur swings his axe wide, targeting up to 3 continuous creatures within reach with a Greataxe attack. On a hit, deal 2d10+12 (avg 23) Chopping damage. (Basic)

5 or more, choose one of the following:
Bleeding Gore [REC 5]: The minotaur runs its horn deep into his opponent, leaving a bleeding wound. Make a Gore attack on one target within reach. On a hit, deal 2d8+15 (avg 24) Piercing damage and ongoing 20 Bleed [SE, ST 4d10 vs CON]. (Advanced)
Curse of the Maze [REC 8, Mind-Affecting]: The minotaur afflicts a nearby creature with the Maze's curse, which imposes a kind of hallucinatory effect. Target one creature within 100ft, +14 vs Will. On a hit, the target becomes Confused [SE, ST 5d10 vs INT]. Outside of combat, this causes the creature to lose all sense of direction and become horribly lost. (Advanced, Pot 1d8+6, MR Yes)

7 or more, choose one of the following:
Whirlwind [REC 7]: The minotaur spins quickly, swinging his axe through all nearby enemies. Target all creatures within reach with a Greataxe attack. On a hit, deal 2d10+34 (avg 45) Chopping damage. (Legendary)
Ramming Charge [REC 7]: The minotaur charges up to its sprint speed, moving through multiple foes and making an attack on each one. Target all creatures in a straight line up to the Minotaur's sprint speed in length with a Gore attack. On a hit, all targets suffer 2d8+34 (avg 43) Piercing and targets are knocked Prone. This movement does not grant an Opportunity to any target of the attack. (Legendary)
Overland Movement
30 mi/day
Qualities
  • Master of the Labyrinth: Within its own Labyrinth, the Minotaur can through one wall per movement (as if the wall were made of nothing but mist).
  • Uncanny Sense of Direction: A minotaur has an uncanny sense of direction, allowing it to pick a path through a maze or similarly confusing environment with ease. This gives them a +10 bonus to any Wits or Skill checks made to determine direction in such circumstances. They also automatically save from the effects of a Maze spell.
  • Natural Armor: AC +2/+4 (inc)
Skills: Rank 3 Balance [+8], Rank 4 Climb [+13], Rank 5 Jump [+13], Rank 4 Stealth [+2], Rank 1 Swim [+7], Rank 3 Listen [+6], Rank 6 Spot [+12], Rank 4 Scent [+8], Rank 3 Hunting [+7], Rank 3 Survival [+9], Rank 4 Investigate [+8], Rank 5 Coercion [+15], Rank 1 Deception [+0], Rank 2 Manipulation [+2], Rank 4 Aloofness [+6], Rank 5 Bravery [+11], Rank 3 Intuition [+6], Rank 3 Suspicion [+6]
Feats: Improved Speed, Fast Initiative, Great Morale, Big Crit, Improved Attack
Philosophies: Rank 2 Mental, Rank 5 Physical, Rank 6 Martial
Combat Training: Melee 5, Parry 4, Fort 3, Reflex 3, Will 2
Wits: +4, Brawn: +19
Equipment: None
Social
Languages: Giant, Common
Composure: 15
Charm
-2
Coercion
+15
Deception
0
Manipulation
+2
Persuasion
0
Aloofness
+6
Bravery
+11
Intuition
+6
Tolerance
0
Suspicion
+6
Prejudices:
    Motives: