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<blockquote data-quote="Obly99" data-source="post: 8979597" data-attributes="member: 7035194"><p>Minotaur. A monster that has been around since the first edition of D&D and has its roots in Greek myth. Taking inspiration from its base version (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/" target="_blank">Minotaur – d20PFSRD</a>), the elder version (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/minotaur-elder/" target="_blank">Minotaur, Elder – d20PFSRD</a>), its mythic version (<a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-minotaur/" target="_blank">Mythic Minotaur – d20PFSRD</a>), Baphomet (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords/demon-lord-baphomet/" target="_blank">Demon Lord, Baphomet – d20PFSRD</a>), its 3pp version (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords/demon-lord-baphomet-tohc/" target="_blank">Demon Lord, Baphomet (3pp; Demon Lord of Beasts) – d20PFSRD</a>), the labyrinth minotaur (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/minotaur-labyrinth/" target="_blank">Minotaur, Labyrinth – d20PFSRD</a>), the 3 versions of the minotaurs from the Exotic Encounters series of the Necromancer of the Northwest: the Bronze, Maze Master and Two-Headed (<a href="https://www.drivethrurpg.com/product/121610/Exotic-Encounters-Minotaurs" target="_blank">Exotic Encounters: Minotaurs - Necromancers of the Northwest | Exotic Encounters | DriveThruRPG.com</a>) and from the Fate version for "texture" and personality (<a href="https://typemoon.fandom.com/wiki/Asterios" target="_blank">Asterios</a>), the First Minotaur of the Knossos Labyrinth.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">The First Minotaur: Asterion</span></strong></p><p></p><p>CN Large monstrous humanoid (abomination)</p><p></p><p><strong>Init</strong> +8 (+16 in a labyrinth or maze); <strong>Senses</strong> blindsight 500 ft., darkvision 60 ft., lair communion, <em>read magic</em>, scent, <em>true seeing</em>; Perception +40</p><p></p><p><strong>Aura</strong> frightful presence (DC 37, 120 ft.), unnatural aura (30 ft.)</p><p></p><p><strong>AC</strong> 47, touch 35, flat-footed 37 (+11 deflection, +4 Dex, +4 divine, +6 dodge, +13 natural, -1 size)</p><p></p><p><strong>hp</strong> 672 (24d10+432) fast healing 10, regeneration 10 (cold iron and epic)</p><p></p><p><strong>Fort </strong>+38, <strong>Ref</strong> +22, <strong>Will</strong> +27</p><p></p><p><strong>Defensive Abilities</strong> <em>freedom of movement</em>, legendary ferocity, legendary natural cunning, <em>nondetection</em>, powerful build; <strong>DR</strong> 10/cold iron and epic; <strong>Immune</strong> ability damage and drain, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; <strong>Resistance</strong> cold 20, fire 20, Terrestrial Hazards; <strong>PR/SR</strong> 38</p><p></p><p><strong>Speed</strong> 90 ft.</p><p></p><p><strong>Melee</strong> huge +6 ghost touch impact keen greataxe of speed +55/+55/+50/+45/+40 (12d10+39/19-20x3), gore +44 (8d10+33), or gore +49 (8d10+33)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Special Attacks</strong> bronze mask, devasting strike, intimidating steps, magnify hazrd, mythic power (4/day, surge +1d8), oubliette (DC 37), powerful blow (gore), powerful charge (gore +51, 20d10+66), rend armor, terrible trample, trample (20d10+66, DC 48), trap 20/day (DC 35), wards of woe</p><p></p><p><strong>Spell-like Abilities</strong> (CL 28th, concentration +43)</p><p></p><p><strong>Constant</strong>—<em>freedom of movement</em>, <em>nondetection</em>, <em>read magic</em>, <em>true seeing</em>;</p><p></p><p><strong>At-will</strong>—<em>alarm</em>, <em>arcane lock</em>, <em>explosive runes </em>(DC 28), <em>fog cloud</em>, <em>glyph of warding</em> (DC 28), <em>obscure object</em>, <em>stone shape</em></p><p></p><p><strong>3/day</strong>—<em>deadly maze</em>, <em>greater dispel magic</em>, <em>greater glyph of warding</em> (DC 31), <em>hungry pit</em> (DC 30), <em>limited wish</em>, <em>maze</em>, <em>solid fog</em>, <em>summon minotaurs</em>, <em>wall of stone</em></p><p></p><p><strong>1/day</strong>—<em>symbol of death</em> (DC 33), <em>summon stampede</em> (DC 31)</p><p></p><p><strong>Str </strong>54, <strong>Dex</strong> 18, <strong>Con</strong> 46, <strong>Int</strong> 9, <strong>Wis</strong> 28, <strong>Cha</strong> 33</p><p></p><p><strong>Base Atk </strong>+24; <strong>CMB</strong> +51; <strong>CMD</strong> 82</p><p></p><p><strong>Feats</strong> Combat Reflexes, Cornugon Smash, Deadly Trap, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating ProwessB, Power Attack, Signature Skill (intimidate), Stand StillB, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Epic Skill Focus (intimidate), Good Fortitude, Improved Dodge</p><p></p><p><strong>Skills</strong> Craft (traps) +50, Disable Device +52, Intimidate +70, Perception +40, Sense Motive +37, Spellcraft +27, Stealth +31 (+51 in a labyrinth or maze), Survival +60; <strong>Racial Modifiers</strong> +20 Craft (traps), +20 Disable Device, +20 Stealth in a labyrinth or maze, +20 Survival</p><p></p><p><strong>Languages</strong> Abyssal, Celestial, Common, Infernal; telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> compression, elite trapsmith, fractured mind, labyrinth born, maze lord, maze mastery, might, virtual size category +2</p><p></p><p><strong>Gears</strong> huge +6 ghost touch impact keen greataxe of speed made of adamantine</p><p></p><p><strong>Bronze Mask (Su)</strong></p><p>Asterion draws agility and ferocity from his bronze mask. When he makes a full-attack action, Asterion wearing his bronze mask can give up his regular attacks and instead make one gore attack or awesome blow against each opponent within reach without provoking attack of opportunity. Asterion must make a separate attack roll against each opponent, and he can’t choose to move with targets that are pushed back. Asterion’s bronze mask has 40 hit points, hardness 20, and a break DC of 40. If Asterion’s bronze mask is stolen or destroyed, it can create a replacement with 1 week of work.</p><p></p><p><strong>Deadly Maze (Sp)</strong></p><p>Three times per day, as a full-round action, Asterion can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Charisma check against Asterion. If desired, the trapped creature may make an Intelligence or Wisdom check against the Charisma check of Asterion. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which Asterion’s resulted exceeded his own (to a maximum of 20d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. Asterion can only affect one creature with this ability at a time. If Asterion uses this ability while a creature is already trapped within the maze, the first creature is released. Asterion can release a creature trapped inside it as a swift action. A creature trapped in deadly maze is automatically released if Asterion is knocked unconscious or is killed. If Asterion is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. This is equivalent of a 9th level spell.</p><p></p><p><strong>Devasting Strike (Ex)</strong></p><p>Whenever Asterion use Vital Strike, Improved Vital Strike, or Greater Vital Strike, he multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. Whenever he use Vital Strike, Improved Vital Strike, or Greater Vital Strike, his attack ignores a value of damage reduction, energy resistance, and hardness his target possesses equal to his Divine Rank. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, Asterion gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Asterion’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. Asterion does not age and requires no food or drink to sustain himself.</p><p></p><p><strong>Elite Trapsmith (Ex)</strong></p><p>Asterion is a masters of creating and working around traps. Asterion can create and reset traps in ¼ the time that it normally costs to create or reset them. Asterion can disable magical traps as if possess the trapfinding ability and always count as he possess the proper tools (generally a set of thieving’s tools) for make a Disable Device check. Whenever Asterion attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. Whenever Asterion disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. In addition, Asterion never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Asterion gains the Trap ability of the Trapper Ranger’s archetype, using his HD as the Ranger level, but he automatically know all ranger traps.</p><p></p><p><strong>Fractured Mind (Ex)</strong></p><p>Asterion’s mind is divided between his human and bestial mind, which both makes him more resilient to mental assault, and more fragile. Whenever Asterion is forced to make a Will save, it can roll twice (or thrice while under the benefit of maze lord) and take the better result. However, whenever Asterion fails a Will save for any reason, in addition to the normal effects of failing the Will save, he becomes confused for 1d4+1 rounds, even if normally is immune to mind-affecting effects.</p><p></p><p><strong>Grant Spells</strong></p><p>Asterion can grant up to 7th-level spells. This does not require any specific action on the Asterion behalf. He grant access to the domains of Animal, Destruction, and Strength and to the subdomains of Ferocity, Fur, Rage and Trap°.</p><p>°Clerics of Asterion can use the Trap subdomain to modify the Animal domain.</p><p></p><p><strong>Intimidating Steps (Ex)</strong></p><p>The sound of Asterion’s footsteps slowly stalking through his territory is enough to unnerve even hardened adventurers. As a full-round action, Asterion can move up to his speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear Asterion, or can both see and hear him, are not affected.</p><p></p><p><strong>Labyrinth Born (Ex)</strong></p><p>Asterion has lived his entire life in the Labyrinth of Knossos, a powerful artifact structure which can trap even him. He gains a number of ranks in Craft (traps), Disable Device, Spellcraft, Stealth, and Survival equal to his racial HD.</p><p></p><p><strong>Lair Communion (Su)</strong></p><p>Asterion has a sensory bond to his lair (see maze lord). As long as it remains within the lair, Asterion can notice and pinpoint the location of any creature within the lair, even if he does not have line of effect to the creature. This ability does not give Asterion actual line of effect to the creature. Asterion also instantly gains knowledge of any damage or destruction to objects and terrain within the lair, or any changes to the general state of the lair’s natural setting. Any ability which foils detection by blindsense also protects against this ability.</p><p></p><p><strong>Legendary Ferocity (Ex)</strong></p><p>Asterion is automatically stabilized when below 0 hit points and remains conscious and can continue fighting even if his hit point total is below 0. Unlike the normal ferocity, Asterion is not staggered or lose 1 hit points every round while below 0 hit points. Unlike a weaker creature, Asterion die only when his hit point total reaches a negative amount equal to three times his Constitution score.</p><p></p><p><strong>Legendary Natural Cunning (Ex)</strong></p><p>Asterion is immunity to maze spells and cannot becoming lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly. Further, Asterion cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. Asterion cannot be flanked. This defense denies a rogue the ability to sneak attack Asterion by flanking him, unless the attacker has at least four more rogue levels than Asterion has HD.</p><p>Asterion still loses his Dexterity bonus to armor class if immobilized or if an opponent successfully uses the feint action against him.</p><p>Additionally, Asterion automatically disbelieves any spells of the illusion school that are subject to disbelief.</p><p></p><p><strong>Magnify Hazard (Su)</strong></p><p>Asterion magnifies the danger of any hazard or trap within his lair whenever he is within 60 feet and has line of effect to the hazard or trap. Magnified hazards increase the DC of any skill checks related to them by 5, increase the DC of any saving throws related to them by 2, gain a +2 bonus on any attack rolls they make, and increase the die size for any damage they deal by one step.</p><p></p><p><strong>Maze Lord (Su)</strong></p><p>Asterion can designate an area no greater than 1,000 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as his personal lair. As a move action, Asterion can teleport from one point in his lair to any other point in his lair, as if using greater teleport. In addition, whenever Asterion must make a saving throw while inside his lair, it can roll twice and take the higher result. Asterion can change his lair once per week. Asterion can share his lair with other creatures (including other minotaurs) without interfering with this ability.</p><p></p><p><strong>Maze Mastery (Su)</strong></p><p>Asterion possess a supernatural cunning when in the confines of a maze or labyrinth. In such areas he receive a +8 bonus on initiative checks and a +20 racial bonus on Stealth checks. In addition, Asterion may enter a maze spell as it is being cast along with the intended target so long as the target is within 30 feet. This includes maze spells cast by Asterion himself or his oubliette ability. Once inside, Asterion can leave the maze as a move action. Asterion and the target appear at opposite ends of a 30-foot-square chamber where all exits lead to the maze itself (and the only way out for the target).</p><p></p><p><strong>Maze Minion (Su)</strong></p><p>Asterion gains the ability to create a simulacrum of a living creature that dies while affected by Asterion’s deadly maze ability, inside a maze generated by him, or his personal lair (see maze lord) as a full-round action that provoke attack of opportunity. This functions as the simulacrum spell, except that Asterion can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If Asterion creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Asterion cannot create a simulacrum of a simulacrum, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant Asterion direct telepathic control over the simulacrum created in this way.</p><p></p><p><strong>Might (Ex)</strong></p><p>Asterion deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Asterion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Asterion can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Oubliette (Su)</strong></p><p>Whenever Asterion hits a creature with his gore attack as part of a powerful charge, the target must succeed at a DC 37 Reflex save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Charisma-based.</p><p></p><p><strong>Rend Armor (Ex)</strong></p><p>Whenever Asterion hit a creature using devasting strike or his powerful charge ability, the damage is also inflict to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.</p><p></p><p><strong>Summon Minotaurs (Sp)</strong></p><p>Asterion can summon minotaurs, elder minotaurs, labyrinth minotaurs, mythic minotaurs, and any other variants of minotaurs (DM discretion) as long as they are living creatures and with a CR of 20 or less, as if casting a summon monster spell. He can summon 4d6 creatures with a CR 10 or less, 3d6 creatures with a CR between 11 and 16, and 2d6 creatures with a CR between 17 and 20. This ability functions like the summon universal monster rule with 100% chance of success and counts as a 12th-level spell effect.</p><p></p><p><strong>Terrible Trample (Ex)</strong></p><p>A creature that takes full damage from Asterion’s trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to Asterion’s trample ability) reduces the duration of the staggered condition to 1 round.</p><p></p><p><strong>Wards of Woe (Su)</strong></p><p>Asterion’s very presence makes its lair difficult for other creatures to explore. Whenever a creature is presented with a choice in direction within the lair – such as a corridor intersection or side passage – there is a 50% chance the creature believes it is going in the opposite direction from the one it actually chooses. Creatures must also make a DC 37 Will save when moving through this choice of direction. Any creature that fails its saving throw believes its allies choose the same direction and is unaware of any missing allies for 1 minute. If the creature has any hostile or hazardous encounter during this time, it is allowed another Will save to notice missing allies. In addition, any creature that casts a teleportation spell, spell-like ability, or effect within the lair must make a Will save or be off target, appearing safely a random distance and direction from the center of the lair. Distance off target is d% of the distance from the center to the edge of the lair. All effects from wards of woe are mind-affecting effects. Asterion can exclude creatures from the effect of wards of woe. The save DC is Charisma-based.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8979597, member: 7035194"] Minotaur. A monster that has been around since the first edition of D&D and has its roots in Greek myth. Taking inspiration from its base version ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/']Minotaur – d20PFSRD[/URL]), the elder version ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/minotaur-elder/']Minotaur, Elder – d20PFSRD[/URL]), its mythic version ([URL='https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-minotaur/']Mythic Minotaur – d20PFSRD[/URL]), Baphomet ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords/demon-lord-baphomet/']Demon Lord, Baphomet – d20PFSRD[/URL]), its 3pp version ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords/demon-lord-baphomet-tohc/']Demon Lord, Baphomet (3pp; Demon Lord of Beasts) – d20PFSRD[/URL]), the labyrinth minotaur ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur/minotaur-labyrinth/']Minotaur, Labyrinth – d20PFSRD[/URL]), the 3 versions of the minotaurs from the Exotic Encounters series of the Necromancer of the Northwest: the Bronze, Maze Master and Two-Headed ([URL='https://www.drivethrurpg.com/product/121610/Exotic-Encounters-Minotaurs']Exotic Encounters: Minotaurs - Necromancers of the Northwest | Exotic Encounters | DriveThruRPG.com[/URL]) and from the Fate version for "texture" and personality ([URL='https://typemoon.fandom.com/wiki/Asterios']Asterios[/URL]), the First Minotaur of the Knossos Labyrinth. [CENTER][B][SIZE=7]The First Minotaur: Asterion[/SIZE][/B][/CENTER] CN Large monstrous humanoid (abomination) [B]Init[/B] +8 (+16 in a labyrinth or maze); [B]Senses[/B] blindsight 500 ft., darkvision 60 ft., lair communion, [I]read magic[/I], scent, [I]true seeing[/I]; Perception +40 [B]Aura[/B] frightful presence (DC 37, 120 ft.), unnatural aura (30 ft.) [B]AC[/B] 47, touch 35, flat-footed 37 (+11 deflection, +4 Dex, +4 divine, +6 dodge, +13 natural, -1 size) [B]hp[/B] 672 (24d10+432) fast healing 10, regeneration 10 (cold iron and epic) [B]Fort [/B]+38, [B]Ref[/B] +22, [B]Will[/B] +27 [B]Defensive Abilities[/B] [I]freedom of movement[/I], legendary ferocity, legendary natural cunning, [I]nondetection[/I], powerful build; [B]DR[/B] 10/cold iron and epic; [B]Immune[/B] ability damage and drain, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; [B]Resistance[/B] cold 20, fire 20, Terrestrial Hazards; [B]PR/SR[/B] 38 [B]Speed[/B] 90 ft. [B]Melee[/B] huge +6 ghost touch impact keen greataxe of speed +55/+55/+50/+45/+40 (12d10+39/19-20x3), gore +44 (8d10+33), or gore +49 (8d10+33) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks[/B] bronze mask, devasting strike, intimidating steps, magnify hazrd, mythic power (4/day, surge +1d8), oubliette (DC 37), powerful blow (gore), powerful charge (gore +51, 20d10+66), rend armor, terrible trample, trample (20d10+66, DC 48), trap 20/day (DC 35), wards of woe [B]Spell-like Abilities[/B] (CL 28th, concentration +43) [B]Constant[/B]—[I]freedom of movement[/I], [I]nondetection[/I], [I]read magic[/I], [I]true seeing[/I]; [B]At-will[/B]—[I]alarm[/I], [I]arcane lock[/I], [I]explosive runes [/I](DC 28), [I]fog cloud[/I], [I]glyph of warding[/I] (DC 28), [I]obscure object[/I], [I]stone shape[/I] [B]3/day[/B]—[I]deadly maze[/I], [I]greater dispel magic[/I], [I]greater glyph of warding[/I] (DC 31), [I]hungry pit[/I] (DC 30), [I]limited wish[/I], [I]maze[/I], [I]solid fog[/I], [I]summon minotaurs[/I], [I]wall of stone[/I] [B]1/day[/B]—[I]symbol of death[/I] (DC 33), [I]summon stampede[/I] (DC 31) [B]Str [/B]54, [B]Dex[/B] 18, [B]Con[/B] 46, [B]Int[/B] 9, [B]Wis[/B] 28, [B]Cha[/B] 33 [B]Base Atk [/B]+24; [B]CMB[/B] +51; [B]CMD[/B] 82 [B]Feats[/B] Combat Reflexes, Cornugon Smash, Deadly Trap, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating ProwessB, Power Attack, Signature Skill (intimidate), Stand StillB, Vital Strike [B]Epic Feats[/B] Epic Skill Focus (intimidate), Good Fortitude, Improved Dodge [B]Skills[/B] Craft (traps) +50, Disable Device +52, Intimidate +70, Perception +40, Sense Motive +37, Spellcraft +27, Stealth +31 (+51 in a labyrinth or maze), Survival +60; [B]Racial Modifiers[/B] +20 Craft (traps), +20 Disable Device, +20 Stealth in a labyrinth or maze, +20 Survival [B]Languages[/B] Abyssal, Celestial, Common, Infernal; telepathy 1.000 ft. [B]SQ[/B] compression, elite trapsmith, fractured mind, labyrinth born, maze lord, maze mastery, might, virtual size category +2 [B]Gears[/B] huge +6 ghost touch impact keen greataxe of speed made of adamantine [B]Bronze Mask (Su)[/B] Asterion draws agility and ferocity from his bronze mask. When he makes a full-attack action, Asterion wearing his bronze mask can give up his regular attacks and instead make one gore attack or awesome blow against each opponent within reach without provoking attack of opportunity. Asterion must make a separate attack roll against each opponent, and he can’t choose to move with targets that are pushed back. Asterion’s bronze mask has 40 hit points, hardness 20, and a break DC of 40. If Asterion’s bronze mask is stolen or destroyed, it can create a replacement with 1 week of work. [B]Deadly Maze (Sp)[/B] Three times per day, as a full-round action, Asterion can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Charisma check against Asterion. If desired, the trapped creature may make an Intelligence or Wisdom check against the Charisma check of Asterion. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which Asterion’s resulted exceeded his own (to a maximum of 20d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. Asterion can only affect one creature with this ability at a time. If Asterion uses this ability while a creature is already trapped within the maze, the first creature is released. Asterion can release a creature trapped inside it as a swift action. A creature trapped in deadly maze is automatically released if Asterion is knocked unconscious or is killed. If Asterion is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. This is equivalent of a 9th level spell. [B]Devasting Strike (Ex)[/B] Whenever Asterion use Vital Strike, Improved Vital Strike, or Greater Vital Strike, he multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. Whenever he use Vital Strike, Improved Vital Strike, or Greater Vital Strike, his attack ignores a value of damage reduction, energy resistance, and hardness his target possesses equal to his Divine Rank. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike. [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, Asterion gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Asterion’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. Asterion does not age and requires no food or drink to sustain himself. [B]Elite Trapsmith (Ex)[/B] Asterion is a masters of creating and working around traps. Asterion can create and reset traps in ¼ the time that it normally costs to create or reset them. Asterion can disable magical traps as if possess the trapfinding ability and always count as he possess the proper tools (generally a set of thieving’s tools) for make a Disable Device check. Whenever Asterion attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. Whenever Asterion disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. In addition, Asterion never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Asterion gains the Trap ability of the Trapper Ranger’s archetype, using his HD as the Ranger level, but he automatically know all ranger traps. [B]Fractured Mind (Ex)[/B] Asterion’s mind is divided between his human and bestial mind, which both makes him more resilient to mental assault, and more fragile. Whenever Asterion is forced to make a Will save, it can roll twice (or thrice while under the benefit of maze lord) and take the better result. However, whenever Asterion fails a Will save for any reason, in addition to the normal effects of failing the Will save, he becomes confused for 1d4+1 rounds, even if normally is immune to mind-affecting effects. [B]Grant Spells[/B] Asterion can grant up to 7th-level spells. This does not require any specific action on the Asterion behalf. He grant access to the domains of Animal, Destruction, and Strength and to the subdomains of Ferocity, Fur, Rage and Trap°. °Clerics of Asterion can use the Trap subdomain to modify the Animal domain. [B]Intimidating Steps (Ex)[/B] The sound of Asterion’s footsteps slowly stalking through his territory is enough to unnerve even hardened adventurers. As a full-round action, Asterion can move up to his speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear Asterion, or can both see and hear him, are not affected. [B]Labyrinth Born (Ex)[/B] Asterion has lived his entire life in the Labyrinth of Knossos, a powerful artifact structure which can trap even him. He gains a number of ranks in Craft (traps), Disable Device, Spellcraft, Stealth, and Survival equal to his racial HD. [B]Lair Communion (Su)[/B] Asterion has a sensory bond to his lair (see maze lord). As long as it remains within the lair, Asterion can notice and pinpoint the location of any creature within the lair, even if he does not have line of effect to the creature. This ability does not give Asterion actual line of effect to the creature. Asterion also instantly gains knowledge of any damage or destruction to objects and terrain within the lair, or any changes to the general state of the lair’s natural setting. Any ability which foils detection by blindsense also protects against this ability. [B]Legendary Ferocity (Ex)[/B] Asterion is automatically stabilized when below 0 hit points and remains conscious and can continue fighting even if his hit point total is below 0. Unlike the normal ferocity, Asterion is not staggered or lose 1 hit points every round while below 0 hit points. Unlike a weaker creature, Asterion die only when his hit point total reaches a negative amount equal to three times his Constitution score. [B]Legendary Natural Cunning (Ex)[/B] Asterion is immunity to maze spells and cannot becoming lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly. Further, Asterion cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. Asterion cannot be flanked. This defense denies a rogue the ability to sneak attack Asterion by flanking him, unless the attacker has at least four more rogue levels than Asterion has HD. Asterion still loses his Dexterity bonus to armor class if immobilized or if an opponent successfully uses the feint action against him. Additionally, Asterion automatically disbelieves any spells of the illusion school that are subject to disbelief. [B]Magnify Hazard (Su)[/B] Asterion magnifies the danger of any hazard or trap within his lair whenever he is within 60 feet and has line of effect to the hazard or trap. Magnified hazards increase the DC of any skill checks related to them by 5, increase the DC of any saving throws related to them by 2, gain a +2 bonus on any attack rolls they make, and increase the die size for any damage they deal by one step. [B]Maze Lord (Su)[/B] Asterion can designate an area no greater than 1,000 feet on a side (typically a maze, underground labyrinth, or other confusing structure) as his personal lair. As a move action, Asterion can teleport from one point in his lair to any other point in his lair, as if using greater teleport. In addition, whenever Asterion must make a saving throw while inside his lair, it can roll twice and take the higher result. Asterion can change his lair once per week. Asterion can share his lair with other creatures (including other minotaurs) without interfering with this ability. [B]Maze Mastery (Su)[/B] Asterion possess a supernatural cunning when in the confines of a maze or labyrinth. In such areas he receive a +8 bonus on initiative checks and a +20 racial bonus on Stealth checks. In addition, Asterion may enter a maze spell as it is being cast along with the intended target so long as the target is within 30 feet. This includes maze spells cast by Asterion himself or his oubliette ability. Once inside, Asterion can leave the maze as a move action. Asterion and the target appear at opposite ends of a 30-foot-square chamber where all exits lead to the maze itself (and the only way out for the target). [B]Maze Minion (Su)[/B] Asterion gains the ability to create a simulacrum of a living creature that dies while affected by Asterion’s deadly maze ability, inside a maze generated by him, or his personal lair (see maze lord) as a full-round action that provoke attack of opportunity. This functions as the simulacrum spell, except that Asterion can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If Asterion creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Asterion cannot create a simulacrum of a simulacrum, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant Asterion direct telepathic control over the simulacrum created in this way. [B]Might (Ex)[/B] Asterion deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD. [B]Mythic (Ex)[/B] Asterion has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Asterion can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells. [B]Oubliette (Su)[/B] Whenever Asterion hits a creature with his gore attack as part of a powerful charge, the target must succeed at a DC 37 Reflex save or be sent into an extradimensional prison, as the maze spell but lasting for 1d4+1 rounds. The save DC is Charisma-based. [B]Rend Armor (Ex)[/B] Whenever Asterion hit a creature using devasting strike or his powerful charge ability, the damage is also inflict to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. [B]Summon Minotaurs (Sp)[/B] Asterion can summon minotaurs, elder minotaurs, labyrinth minotaurs, mythic minotaurs, and any other variants of minotaurs (DM discretion) as long as they are living creatures and with a CR of 20 or less, as if casting a summon monster spell. He can summon 4d6 creatures with a CR 10 or less, 3d6 creatures with a CR between 11 and 16, and 2d6 creatures with a CR between 17 and 20. This ability functions like the summon universal monster rule with 100% chance of success and counts as a 12th-level spell effect. [B]Terrible Trample (Ex)[/B] A creature that takes full damage from Asterion’s trample ability (because the creature either failed its Reflex save or chose to take an attack of opportunity instead of attempting a Reflex save) is knocked prone and is staggered for 1d4 rounds. A successful Fortitude save (DC equal to Asterion’s trample ability) reduces the duration of the staggered condition to 1 round. [B]Wards of Woe (Su)[/B] Asterion’s very presence makes its lair difficult for other creatures to explore. Whenever a creature is presented with a choice in direction within the lair – such as a corridor intersection or side passage – there is a 50% chance the creature believes it is going in the opposite direction from the one it actually chooses. Creatures must also make a DC 37 Will save when moving through this choice of direction. Any creature that fails its saving throw believes its allies choose the same direction and is unaware of any missing allies for 1 minute. If the creature has any hostile or hazardous encounter during this time, it is allowed another Will save to notice missing allies. In addition, any creature that casts a teleportation spell, spell-like ability, or effect within the lair must make a Will save or be off target, appearing safely a random distance and direction from the center of the lair. Distance off target is d% of the distance from the center to the edge of the lair. All effects from wards of woe are mind-affecting effects. Asterion can exclude creatures from the effect of wards of woe. The save DC is Charisma-based. [/QUOTE]
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