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Old Korrgath
Boss Dossier · The Labyrinth

Old Korrgath

the Maze-Warden

CR 10 Race / Class Monstrous Humanoid 6 / Fighter 5 Location The Labyrinth Resref lab_korrgath Spawn table 101, 12% · 1–2
Revised: CR 7 → CR 10. Unlike every other boss in this module, The Labyrinth's ambient table turned out to hold no legitimate designed content to size Korrgath against — every other creature down there (a malaugrym at a headline CR 163, an efreeti at 66, several more) carries the same maxed-HD, identical-ability-score stat-stick signature his own original minotaur base did before this build replaced it. With no real ceiling to clear, this is a modest judgment bump rather than a ceiling-driven one — enough to make him feel like a genuine maze-guardian without inventing a fictional target.

The Kill

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.

Stat Block

Str
29 (+9)
Dex
10 (+0)
Con
20 (+5)
Int
6 (-2)
Wis
15 (+2)
Cha
8 (-1)
HP
137
Nat AC
6

Feats

Power AttackCleaveGreat CleaveWeapon Focus (Greataxe)Improved Critical (Greataxe)KnockdownImproved KnockdownToughnessIron WillTrackAlertnessGreat Fortitude

Skills

Listen 9Intimidate 7Search 7

The Fight

Powerful Charge100% – 66% HP

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.

Maze Bellow66% – 33% HP

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.

Maze Furybelow 33% HP, permanent

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.

Why These Numbers

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.

How He's Wired

lab_korrgath.utc Monstrous 6 / Fighter 5, CR 10, HP 137 ScriptSpawn = lab_kg_spawn (chains j_ai_onsp_leader) ScriptEndRound = lab_kg_round (chains j_ai_oncombatrou) ScriptDeath = lab_kg_death (chains bele_ondeath) lab_kg_inc.nss shared maze logic, knockback via VectorToAngle + JumpToLocation sparky_enc.nss case 101 "v2, always, 12, creature, lab_korrgath, 1-2, random, 1, 1, 1" thelabyrinth.git sparky_variables placeable -> enc03 = 101 (enc01-02 already in use: 57/82) CR revision delivered via boss_cr_rebalance_import.erf (blueprint only - none of the three scripts changed)

Loot & Placement

VarMeaningValue
BOSSbypasses the drop-rate roll entirely1
LOOPSloot generation passes2
CLEARinventory cleared before filling1
TYPEitem category rolled26 (Boss Drop)