ConquerorThe Labyrinth of Asterikon
The walls shift, and Asterikon smells your fear through the corridors

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Labyrinth Instinct. Asterikon can never get lost in his own tomb-maze and always knows the shortest route to detected prey.
Scent of Fear. Asterikon has advantage on Wisdom (Perception) checks to track frightened creatures.
Breathing Walls. Once per day, Asterikon can use his reaction to shift the corridors around him, moving a target within 30 ft. of him 20 ft. into an adjacent space, separating it from its allies.
Multiattack. Asterikon makes one axe attack and one gore attack.
Battleaxe. Attack roll +8, reach 5 ft., one target. Hit: 2d8+5 slashing damage.
Gore. Attack roll +8, reach 5 ft., one target. Hit: 2d6+5 piercing damage. The target must make a Strength saving throw (DC 13) or be pushed 10 ft. and knocked prone.
Battering Charge (Recharge 5-6). Asterikon charges 20 ft. in a straight line and attacks. Attack roll +8: 4d6+5 piercing damage and the target must make a Strength saving throw (DC 13) or be knocked prone.
The Story
Beneath the ruins of a sunken palace lies a labyrinth that refuses to hold still. Corridors shift behind your back, doors vanish into smooth wall, and every map you draw is wrong within the hour. You are hired, or rather lured, by the tale of a treasure at the heart, and by an employer who neglected to mention that no one ever came back.
At the center dwells Asterikon, the Crowned Minotaur, once a king who defied the gods and was cursed to hunt his own tomb for eternity. The beast smells fear from a great distance and knows every bend of the shifting corridors, for the labyrinth and the monster are bound by the same curse, they breathe together.
You lay trails the labyrinth wipes away, decipher the mechanisms that steer the walls, and master your own fear, for panic draws the horns straight to you. You find the bones of earlier adventurers, and on them clues: the labyrinth follows a pattern, and that pattern is the key to the center.
The turn: the treasure at the heart is Asterikon's own cursed crown, and whoever takes it up risks becoming the next prisoner. In the climax, in the central chamber where the walls breathe like lungs, you must defeat the beast and destroy the crown to break the curse, or the labyrinth closes, this time around you.
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