Ewa, The Misguided Minotaur Seer
HP : 254
AC : 18
STR 16 DEX 12 CON 14 INT 12 WIS 16 CHA 20
Con: +5, Wis: +5
Athletics +6
Dire Encounter : The Minotaur Seer has multiple initiative rounds, doing something different each round. During any Turn, The Minotaur Seer may make a save during ongoing effects once per round. Any ongoing effect goes off once per round at the Minotaur Seer’s next turn.
Labyrinth Mind : Any saves against charmed effects are made at advantage. Minotaur Seer also gains advantage on all Intelligence, Wisdom, and Charisma Saving Throws.
Dishonorable Combatant : The Minotaur Seer prioritizes targets with the lowest defensive values in combat.
Epilogue : Knowledge known and unknown to all combatants suggest the encounter does not end when The Minotaur Seer’s hit points drop to 0.
Turns
Focus Turn (21) : Minotaur Seer may move up to half their movement speed. The Minotaur Seer choses a target, learning all meta knowledge about the target.
Conjure Turn (16) : Minotaur Seer may move up to half their movement speed. The Minotaur Seer calls for a Mammowrath Guard. Roll a 1d20. On a roll of 10 or higher, the Mammowrath Guard is called for.
Action Turn (11) : Minotaur Seer may move up to half their movement speed. The Minotaur Seer casts one of the following spells:
Move Turn (6) : Minotaur Seer teleports up to their movement speed, Leaving a Ritual of Blood circle.
Phase Turn (1) : Minotaur Seer creates a sphere of Hellish Energy if there is not one on the battlefield. At the end of every player’s turn, the Hellish Energy shoots in a line towards the player, attacking with Hellish Tradition to each target it hits, including the target player. The Hellish Energy Remains on the player’s square. At the end of the next Phase Turn, the Hellish Energy explodes with Hellish Retribution.
Reactions
Shield : Minotaur Seer, when attacked with an attack roll, as a reaction casts shield gaining +4 AC against the attack roll, and for the remainder of the round.
Actions
Ignatious Sphere : Dex Save 15 - 4d8 Fire Damage. Leaves a fire that deals 4d8 damage when entered for the first time, or if a creature ends their turn in it.
Extinction : Con Save 15 - 4d8 Necrotic Damage and creature cannot restore hit points until the end of Minotaur Seer’s next Action Turn.
Violent Nightmare : Int Save - 4d8 Psychic Damage and creature has disadvantage on their next attack roll and saving throw, until the end of Minotaur Seer’s Action Turn.
Force Wave : Creates a 15ft line on each side, moving outward 15 feet. Str Save - 4d8 Force Damage, and creature is moved back at the edge of the spell moved outward, knocked prone. 15ft areas remain, becoming difficult terrain until the end of the Minotaur Seer’s next Action Turn.
Hellish Tradition : Atk +7, 4d8 Force Damage.
Hellish Retribution : Dex Save 15, 6d8 Force Damage.
Ritual of Blood : Con Save 15, 4d8 Necrotic Damage, Save For Half.
The Bloodied Tradition : 20ft Area focused on The Minotaur Seer, Dex Save DC 15, 8d8 Force Damage.
Giant Minotaur
HP: 152
AC : 15
STR 22 DEX 14 CON 24 INT 12 WIS 16 CHA 16
Con: +10, WIS: +7
Athletics: +14
Traits
Labyrinth Mind : Any saves against charmed effects are made at advantage. Giant Minotaur also gains advantage on all Intelligence, Wisdom, and Charisma Saving Throws.
Slow Overhead Swings : You’ve exploited a weakness with the Giant Minotaur - you may spend your reaction to parry all attacks this round. If your attack roll beats the Minotaur Guardian’s attack roll, no damage is dealt to all targets in this area, and Giant Minotaur suffers disadvantage on attack rolls/saving throws for one full round and 1 Vulnerability Stack. If you prepare to parry, you gain advantage on this.
Long Reach : Giant Minotaur has a reach of 30ft.
Slow Attack
Limited Movement : Giant Minotaur has a speed of 10ft.
Turns
Preparation Turn 1 (20) : Giant Minotaur (1) aims their Giant Axe or moves up 3 times their movement speed.
Preparation Turn 2 (11) : Giant Minotaur (2) aims their Giant Axe or moves up 3 times their movement speed.
Action Turn 1 (10) : If they aimed their axe this round, Giant Minotaur (1) attacks with Giant Axe Crush to all targets in the area of effect.
Action Turn 1 (1) : If they aimed their axe this round, Giant Minotaur (1) attacks with Giant Axe Crush to all targets in the area of effect.
Move Turn : Each Giant Minotaur moves up to their movement speed.
Actions
Giant Axe Crush : 20ft area, +10 Attack Roll, 10d8 Bludgeoning Damage.
Rewards
1d4 Hellscape Shards : +1 to Weapon/Armor. Cap at +1.
Tome of Force Wave : 2nd Level Spell. 3d8 Force Damage +1d8 Damage for each level cast higher. Creates a 15ft line on each side, moving outward 15 feet. Str Save - 4d8 Force Damage, and creature is moved back at the edge of the spell moved outward, knocked prone.
Tome of Ignatious Sphere : 60ft range. 2nd Level Spell. Dex Save. 3d8 Fire Damage +1d8 Damage for each level cast higher. Leaves a fire that deals 4d8 damage when entered for the first time, or if a creature ends their turn in it. Save for Half.
Tome of Extinction : 60ft range. Con Save. 2nd level spell. 3d8 Necrotic Damage +1d8 Damage for each level cast higher. Creature cannot restore hit points until the end of your next turn. Save for Half.
Tome of Violent Nightmare : 60ft range. Int Save. 2nd Level Spell. Int Save - 3d8 Psychic Damage and creature has disadvantage on their next attack roll OR saving throw, until the end of your next round. Save for Half.
Minotaur Greataxe of the Giant : +1 Magical Greataxe. Twice per day, before you attack, you may increase the size of your Greataxe to a Gargantuan Weapon, increasing the damage of your next attack to 6d6. Resets at Dawn.
Bag of Blood Seeds : This bag is filled with 50 seeds. Once per day, you may plant a magical seed that will grow into a Tree of Goodberries the next round. You can harvest 4d4 Goodberries and consume them once per round as an action. When 50 Goodberries have been harvested, the tree withers and dies.
Gauntlet of the Blood Orb : This counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d8 Necrotic damage on a hit. On successful hit, this orb bounces, and may attack another target from up to 30 feet away. You may repeat this process to new targets up to 5 times every time the orb hits. You may not attack the same target.
Soul Shield : Ring - Attunement. You wield a Shield of Force created by the soul of the Minotaur Seer. This shield gives you +4 AC, and makes you immune to Magic Missiles.
1 Hellscape Fragment : +1 to Weapon/Armor. Cap at +2.