the Maze-Warden
He has never once needed to find his own way out.
Everyone who's mapped part of the Labyrinth agrees on one thing: the walls don't move, but the way through does anyway. Korrgath has been down here longer than any of the maps, and he knows the difference between a dead end and a trap by the sound the floor makes.
He doesn't burn or poison or curse anyone. Everything he does is about where you're standing when he's done with you - a boss built entirely around forced movement and disorientation rather than damage-over-time or summoned help, which nothing else in this batch does.
Feats
Skills
Every 3rd round he picks out whoever's hanging back the farthest and closes the distance himself rather than waiting for them to come to him.
2d8+8 bludgeoning on the hit. A failed Reflex save knocks them down and shoves them 4 meters further away in the direction he was already moving - a real positional reset, not just a knockdown.
The target selection is deliberate: this is the ability that punishes standing at range, which is exactly what a maze-warden who knows every dead end should be able to do.
Fires once on entry and again every 5 rounds after - a real Confusion effect on everyone within 12m who fails a Will save.
This is deliberately not a fear effect - the last few bosses leaned on fear pulses and it was getting repetitive. Confusion means affected targets may attack randomly, wander, or freeze for 2 rounds - the maze doing to the party what it's always done to everyone else who got lost in it.
He keeps charging on his usual timer through this phase too.
Fires once and stays for the rest of the fight: he stops missing.
Permanent +4 attack, +6 bludgeoning damage, and immunity to his own Confusion effect (and anyone else's). No more finesse - just a bigger, more accurate axe from here to the end.
A flat stat escalation on purpose, in contrast to the positional tricks of the first two phases - by the time he's here, there's no more maze left to use against you.
Korrgath is still built on real Hit Dice (Monstrous Humanoid 6 / Fighter 5, up from Fighter 3) rather than the minotaur's stock CR 18 stat-stick block the game ships with - that block was 20 levels of an inflated monk-adjacent class with 200 HP, wildly out of line with any reasonable encounter. Str 29 / Con 20 with real fighter training gets to HP 137 without needing to borrow any of that. The CR 10 revision is a deliberate judgment call rather than a ceiling-match, precisely because The Labyrinth's other "content" is entirely the same class of broken stat-stick his own base used to be - there was nothing legitimate to size against.
The whole kit was built around the idea that a maze's boss shouldn't just hit harder than everyone else in the maze - it should be better at using the maze than the players are. Powerful Charge punishes distance, Maze Bellow punishes standing still in a group, and neither one is a repeat of the pulse/mark/summon patterns the rest of this batch (or the module's earlier bosses) already use. None of the three phases' DCs or damage dice changed in the revision.
| Var | Meaning | Value |
|---|---|---|
| BOSS | bypasses the drop-rate roll entirely | 1 |
| LOOPS | loot generation passes | 2 |
| CLEAR | inventory cleared before filling | 1 |
| TYPE | item category rolled | 26 (Boss Drop) |