Arena of the Labors
Six labors reborn on sacred sand — without the hero who first won them.
📜 Session Summary
| Style Stadium blood-games · six labor waves in three gates · reuses library monster centerpieces |
| Win Condition Clear all six waves (capture/pen tracks OK) and leave with the crowd's favor |
| Loss Condition Dragged from the sand, or Chant Clock hits 3 and the omen turns the finale Deadly |
| Players 6 × Level 8 · 3–3.5 hrs · 3 encounters (2 waves each) |
| Key Ally Thaleia of the Bit (recruit Enc. 2) · Maguffin: Olive-Resin Club |
Description
Through Misthaven mist into Archon Melanthios's Labor Games. The demigod who first beat these monsters is not present and must not be summoned.
Six gates: Nemean Lion → Lernaean Hydra → Mares of Diomedes → Stymphalian Birds → Erymanthian Boar → Cretan Bull. Hydra, birds, and boar intentionally echo other library set pieces — staged here as arena waves.
Key NPCs
- Archon Melanthios — Host; forbids naming Heracles in the arena.
- Thaleia of the Bit — Stablewright; pens, nets, and horse-sense.
Major Beats
- Mist → stadium; club gifted; six labor-gates named.
- Gate I: Lion (hide) → Hydra (heads + fire cauterize; Head Tracker).
- Gate II: Mares (recruit Thaleia) → Stymphalian flock (thunder / nets).
- Gate III: Erymanthian Boar (capture preferred) → Cretan Bull (Hard; stake the club).
- Mortal olive crown — no demigod steals the ending.
Creature / Enemy List
| Creature | Easy | Med | Hard | Notes |
|---|---|---|---|---|
| Nemean Lion | — | 1 | 1 | Wave 1 · Labor I |
| Lernaean Hydra | — | 1 | 1 | Wave 2 · Labor II · heads |
| Mare of Diomedes | 2 | 3 | 4 | Wave 3 · Labor VIII |
| Bronze-Beaked Stymphalian | 4 | 6 | 8 | Wave 4 · Labor VI |
| Erymanthian Boar | — | 1 | 1 | Wave 5 · Labor IV |
| Cretan Bull | — | — | 1 | Wave 6 Hard · Labor VII |
| Stadium Gate-Hoplite | — | 0–2 | 2–4 | Optional |
| Thaleia of the Bit | — | 1 | 1 | Recruit Enc. 2 |
Encounter 1 — Gate I: Lion & Hydra
Overview
Two waves, 2–3 minute gate-reset (no short rest). Nemean Lion first, then the Lernaean Hydra — same multi-head puzzle the library uses elsewhere, compressed for the sand.
🗺 Terrain
Stadium floor · 80×80 ft sand · 10-ft wall · four gates · two sand-pit traps (DC 14 Dex or prone) · braziers at each gate (lit; fire for cauterize) · mural ring of the Twelve Labors.
Wave A — Nemean Lion
- Win: 0 HP, pin (3× Athletics DC 16 after bloodied), or drive through North gate.
- Hide ignores mundane non-bludgeoning; Olive-Resin Club ignores once/encounter.
- Chant Clock: hush demigod-name shouts (Intimidation/Persuasion DC 14).
Wave B — Lernaean Hydra
- Start 5 heads. Sever on 25+ damage hit (or called shot). Multiattack = number of heads.
- Cauterize stump with fire/acid same round (torch from brazier, spell, or club + flame) or it regrows two heads at end of hydra's turn (max 8).
- Win at 0 heads or 0 HP after final head. Handlers flood the sand if the fight exceeds ~8 rounds.
Hydra Head Tracker
Click a head to sever it (after dealing a head-severing hit). Use + Regrow Head if the stump was not cauterized with fire or acid.
Creature Cards
Nemean Lion (Arena Echo)
Large Beast · CR 6 · Wave 1 · Labor I
AC 17 | HP 136 | Speed 50 ft.
Skills: Perception +6, Stealth +6
Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.
Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.
Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.
Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.
Roar of the First Labor (Recharge 5–6). Each creature of the lion's choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom save or be frightened until end of its next turn.
Lernaean Hydra (Arena Echo)
Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece
AC 15 | HP 172 | Speed 30 ft., swim 30 ft.
Starts with 5 heads. Use the Head Tracker below.
Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat). Each severed head removes one bite from Multiattack.
Reactive Heads. One reaction per head — usually opportunity attacks.
Wakeful. While it has at least 2 heads, it cannot be surprised.
Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick family as other hydra set pieces in the library.
Arena Echo. Not Echidna's brood-mother fight — a staged labor-echo. Heracles absent.
Multiattack. The hydra makes as many bite attacks as it has heads (max 8).
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing.
Olive-Resin Club
Wondrous weapon (club), labor token
Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.
Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."
Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.
Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.
Archon Melanthios
Human stadium-lord, quest giver · Lawful Neutral
Appearance: Gold-dusted cloak, olive diadem, voice trained to carry over 10,000 throats.
Motivation. He will reopen the Labor Games only if living champions prove mortals still matter without demigods.
Secret. The beasts are arena-echoes of the Twelve — Melanthios forbids naming Heracles in the sand.
Hard rule. If the crowd chants the demigod's name for three rounds, Hera's omen-crows blot the sun and the finale becomes Deadly — break the chant first.
Encounter 2 — Gate II: Mares & Stymphalians
Overview
Short rest (~10 min) before Gate II. Mares from the East chute; then a Stymphalian flock from the open sky (same bronze-beak threat as Stymphalian Storm). Thaleia is chained at the bit-rack during Wave 3.
🗺 Terrain
Oval · East chute · West pen lever · bit-rack · blood-slick difficult terrain · Wave 4: hanging bronze gongs (action: Performance/Athletics DC 14 to clang — flock disadvantage 1 round).
Wave A — Mares of Diomedes
- 3 mares (Hard: 4). Free Thaleia to recruit (or vow to pen, not slaughter).
- Skill path: drive 3 through West gate (shove / lariat / Animal Handling DC 16).
- Mare reaches stands → Chant Clock +1.
Wave B — Stymphalian Flock
- As written: 6 birds (Easy 4 / Hard 8). Flyby + Dive Bomb. Thunder/gongs impose disadvantage.
- Skill path: 4 successes before 3 failures (Performance, Athletics gongs, Survival herding, Arcana weather DC 15) drives the flock into the West pen netting — ends the wave with half the remaining birds captured.
- Thaleia nets: Ready vs dive. Combat win: reduce flock to ≤2 or force a scatter (all bloodied + one gong success).
Creature Cards
Mare of Diomedes
Large Beast · CR 4 · Wave 3 · Labor VIII
AC 14 | HP 76 | Speed 60 ft.
Skills: Athletics +6
Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.
Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.
Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.
Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.
Bronze-Beaked Stymphalian
Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece
AC 15 | HP 45 | Speed 10 ft., fly 60 ft.
Skills: Perception +3 · Senses: passive Perception 13
Flyby. Does not provoke opportunity attacks when it flies out of reach.
Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.
Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.
Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.
Dive Bomb (Recharge 5–6). Fly up to Speed and make one Bronze Beak with advantage. On a hit, target DC 13 Str save or prone.
Thaleia of the Bit
Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright
AC 15 | HP 72 | Speed 30 ft.
Skills: Animal Handling +6, Athletics +4
RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.
Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.
Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).
Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).
Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.
Olive-Resin Club
Wondrous weapon (club), labor token
Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.
Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."
Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.
Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.
Encounter 3 — Gate III: Boar & Bull (Boss)
Overview
Water and a cheer only — no full rest. Erymanthian Boar (Calydon-scale quarry energy, capture-preferred labor) then the Cretan Bull Hard finale.
🗺 Terrain
Cratered oval · South debris · pillar stubs · North pen + portcullis · sand-stake squares for the club.
Wave A — Erymanthian Boar
- Charge + Relentless. Preferred win: capture/pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis).
- Club: once, brief plant → advantage on next shove/grapple vs boar.
- If the boar fight exceeds 5 rounds, Melanthios may release the Bull early (overlap — brutal).
Wave B — Cretan Bull (Boss)
- Legendary actions. Charge / Sandstorm Bellow / Earth-Shatter Hooves.
- WIN — MAGUFFIN: Plant Olive-Resin Club (action, DC 14). Next charge hits stake or 4d10 + prone.
- Pen track while bloodied, or slay. Chant Clock 3: bull heals 40 once + extra legendary that round.
- Portcullis or 0 HP → mortal olive crown; murals of the absent hero look away.
Creature Cards
Erymanthian Boar (Arena Echo)
Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin
AC 17 | HP 168 | Speed 40 ft.
Skills: Athletics +9 · Senses: passive Perception 11
Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.
Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.
Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon — different labor stamp.
Arena Echo. Heracles absent. Slayable if the crowd demands blood.
Attack. Multiattack: one gore and one slam. Gore +9 to hit, 16 (2d10 + 5) piercing. Slam +9 to hit, 14 (2d8 + 5) bludgeoning.
Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone.
Cretan Bull (Arena Echo)
Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII
AC 18 | HP 210 | Speed 50 ft.
Saving Throws: Str +10, Con +9 · Skills: Athletics +10
Siege Beast. Double damage to objects and structures.
Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.
Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.
No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.
Multiattack. One gore and one slam.
Gore. +10 to hit, reach 10 ft., 19 (3d8 + 6) piercing.
Slam. +10 to hit, reach 5 ft., 17 (2d10 + 6) bludgeoning.
Sandstorm Bellow (Recharge 5–6). 30-ft. cone: DC 17 Con save or 22 (4d10) bludgeoning and blinded until end of next turn.
Detect (1). Wisdom (Perception) check.
Hoof (1). One slam.
Pivot Charge (2). Move half Speed without provoking, then one gore.
Olive-Resin Club
Wondrous weapon (club), labor token
Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.
Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."
Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.
Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.
Thaleia of the Bit
Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright
AC 15 | HP 72 | Speed 30 ft.
Skills: Animal Handling +6, Athletics +4
RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.
Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.
Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).
Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).
Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.
⚖️ Difficulty Scaling
As Written ★ — 6 Players, Average Level 8
- Lion → Hydra (5 heads) → 3 mares → 6 Stymphalians → Boar → Cretan Bull. Short rest only before Gate II.
Library Standard — 6 Players, Average Level 8
- Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
Easier
- Hydra starts at 3 heads / no double-regrow. 2 mares; 4 birds. Boar HP 120. Bull HP 160, no Pivot Charge. Short rest before Gate III.
Harder
- Hydra max 10 heads. 4 mares; 8 birds. Bull enters while Boar still at 25% HP.
📋 Appendix — Cards
Archon Melanthios
Human stadium-lord, quest giver · Lawful Neutral
Appearance: Gold-dusted cloak, olive diadem, voice trained to carry over 10,000 throats.
Motivation. He will reopen the Labor Games only if living champions prove mortals still matter without demigods.
Secret. The beasts are arena-echoes of the Twelve — Melanthios forbids naming Heracles in the sand.
Hard rule. If the crowd chants the demigod's name for three rounds, Hera's omen-crows blot the sun and the finale becomes Deadly — break the chant first.
Olive-Resin Club
Wondrous weapon (club), labor token
Appearance: A short olive-wood club sticky with dark Nemean resin; twelve notches cut into the haft.
Handout. "Not the hero's name — the sand's. Strike the hide, stake the charge, leave the legend empty."
Enc. 1–2. As a weapon: +1 club. Once per encounter, a hit ignores the Nemean Lion's Hide That Will Not Cut. Once during the Hydra wave, a hit with the club may be declared a cauterizing strike if a free hand holds flame (torch/cantrip): that stump does not regrow.
Enc. 3. Plant in the sand as an action (DC 14 Athletics or Strength). Until the start of your next turn, the Cretan Bull's next charge must target the stake or take 4d10 piercing and fall prone (no save). Once during the Boar wave, as a bonus action, plant briefly to grant allies advantage on the next shove/grapple against the boar.
Thaleia of the Bit
Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright
AC 15 | HP 72 | Speed 30 ft.
Skills: Animal Handling +6, Athletics +4
RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.
Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.
Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).
Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).
Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.
Nemean Lion (Arena Echo)
Large Beast · CR 6 · Wave 1 · Labor I
AC 17 | HP 136 | Speed 50 ft.
Skills: Perception +6, Stealth +6
Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.
Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.
Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.
Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.
Roar of the First Labor (Recharge 5–6). Each creature of the lion's choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom save or be frightened until end of its next turn.
Lernaean Hydra (Arena Echo)
Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece
AC 15 | HP 172 | Speed 30 ft., swim 30 ft.
Starts with 5 heads. Use the Head Tracker below.
Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat). Each severed head removes one bite from Multiattack.
Reactive Heads. One reaction per head — usually opportunity attacks.
Wakeful. While it has at least 2 heads, it cannot be surprised.
Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick family as other hydra set pieces in the library.
Arena Echo. Not Echidna's brood-mother fight — a staged labor-echo. Heracles absent.
Multiattack. The hydra makes as many bite attacks as it has heads (max 8).
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing.
Mare of Diomedes
Large Beast · CR 4 · Wave 3 · Labor VIII
AC 14 | HP 76 | Speed 60 ft.
Skills: Athletics +6
Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.
Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.
Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.
Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.
Bronze-Beaked Stymphalian
Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece
AC 15 | HP 45 | Speed 10 ft., fly 60 ft.
Skills: Perception +3 · Senses: passive Perception 13
Flyby. Does not provoke opportunity attacks when it flies out of reach.
Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.
Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.
Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.
Dive Bomb (Recharge 5–6). Fly up to Speed and make one Bronze Beak with advantage. On a hit, target DC 13 Str save or prone.
Erymanthian Boar (Arena Echo)
Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin
AC 17 | HP 168 | Speed 40 ft.
Skills: Athletics +9 · Senses: passive Perception 11
Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.
Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.
Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon — different labor stamp.
Arena Echo. Heracles absent. Slayable if the crowd demands blood.
Attack. Multiattack: one gore and one slam. Gore +9 to hit, 16 (2d10 + 5) piercing. Slam +9 to hit, 14 (2d8 + 5) bludgeoning.
Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone.
Cretan Bull (Arena Echo)
Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII
AC 18 | HP 210 | Speed 50 ft.
Saving Throws: Str +10, Con +9 · Skills: Athletics +10
Siege Beast. Double damage to objects and structures.
Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.
Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.
No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.
Multiattack. One gore and one slam.
Gore. +10 to hit, reach 10 ft., 19 (3d8 + 6) piercing.
Slam. +10 to hit, reach 5 ft., 17 (2d10 + 6) bludgeoning.
Sandstorm Bellow (Recharge 5–6). 30-ft. cone: DC 17 Con save or 22 (4d10) bludgeoning and blinded until end of next turn.
Detect (1). Wisdom (Perception) check.
Hoof (1). One slam.
Pivot Charge (2). Move half Speed without provoking, then one gore.
Stadium Gate-Hoplite
Medium Humanoid · CR 2 · Optional reinforcement
AC 16 | HP 45 | Speed 30 ft.
Crowd Control. Open pens / shield walls on Melanthios's order. Enter sand only if a beast breaches the stands.
Attack. Spear +5 to hit, 7 (1d8 + 3) piercing, or Shield Bash +5 to hit, 6 (1d6 + 3) bludgeoning and DC 13 Str save or prone.