Frankie1969
Adventurer
The labyrinth map is 50 squares wide, too big for most battle mats, so I made a version with 5' wide hedge walls that fits on a 3' mat.
Then I figured why stop there? So I rearranged it a bit and added a few optional extras.
■ dark green = hedge wall
■ light green = planter pipe
■ cyan = water
■ indigo = water++
■ peach = pit
■ yellow = corner
The labyrinth is full of mist, lightly obscured at 15' and heavily obscured at 30'.
Don't destroy the hedge walls.
Roll 1d6 for pit teleport, not 1d8.
Entering a corner teleports you to the opposite corner. You don't realize you've teleported, since the corners look identical.
Planter Pipes: standing cylinders made of very smooth green metal or stone, 8ish' diameter, 20ish' high. If you go over the top, a large carnivorous plant lunges upward, dex save vs damage & grapple. The plants are strong but vulnerable to elemental damage. If you defeat a plant whose pipe is next to a pit, you can descend the pipe to unlock a secret door to the pit.
If a labyrinth bear makes intentional contact with a planter pipe, the pipe becomes incorporeal until the end of the bear's next turn. The bears know this, and routinely walk through them.
Also, the bears walk across the water & pits as if they're solid ground, showing no indication of a trap. If a bear is knocked unconscious, it's teleported out of the labyrinth (optionally, a replacement bear appears in a random corner).
Last, I souped up the bears with elemental powers.
Fire bear: immune to fire, +1d6 fire damage on contact.
Earth bear: resistant to bludgeoning & lightning, +4 Str & Con.
Water bear: resistant to slashing, piercing, acid, cold, necrotic, poison, radiant, & thunder (they can survive in space).
Air bear: Owlbear with bonus action shove.
Then I figured why stop there? So I rearranged it a bit and added a few optional extras.
■ dark green = hedge wall
■ light green = planter pipe
■ cyan = water
■ indigo = water++
■ peach = pit
■ yellow = corner
The labyrinth is full of mist, lightly obscured at 15' and heavily obscured at 30'.
Don't destroy the hedge walls.
Roll 1d6 for pit teleport, not 1d8.
Entering a corner teleports you to the opposite corner. You don't realize you've teleported, since the corners look identical.
Planter Pipes: standing cylinders made of very smooth green metal or stone, 8ish' diameter, 20ish' high. If you go over the top, a large carnivorous plant lunges upward, dex save vs damage & grapple. The plants are strong but vulnerable to elemental damage. If you defeat a plant whose pipe is next to a pit, you can descend the pipe to unlock a secret door to the pit.
If a labyrinth bear makes intentional contact with a planter pipe, the pipe becomes incorporeal until the end of the bear's next turn. The bears know this, and routinely walk through them.
Also, the bears walk across the water & pits as if they're solid ground, showing no indication of a trap. If a bear is knocked unconscious, it's teleported out of the labyrinth (optionally, a replacement bear appears in a random corner).
Last, I souped up the bears with elemental powers.
Fire bear: immune to fire, +1d6 fire damage on contact.
Earth bear: resistant to bludgeoning & lightning, +4 Str & Con.
Water bear: resistant to slashing, piercing, acid, cold, necrotic, poison, radiant, & thunder (they can survive in space).
Air bear: Owlbear with bonus action shove.
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