Heroic Body. Axiom does not need to breathe, eat, drink, or sleep in order to survive.
Merciful Opponent. When Axiom reduces a creature to 0 hit points, it automatically stabilizes and does not make death saving throws.
X-Ray Vision. Axiom can use an action to see through barriers until his concentration ends (as if concentrating on a spell). This vision penetrates most substances to any distance but is blocked by any amount of lead.
Multiattack. Axiom uses his heroic presence and makes three attacks.
Heroic Presence. Creatures within 120 feet of Axiom that can see him must make a Wisdom saving throw or be subjected to either the charmed or frightened condition (Axiom chooses for each creature). This effect last for 1 minute, and a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Axiom's heroic presence for the next 24 hours.
Slam. Melee Weapon Attack: +14 to Hit. Hit: 93 (16d10+5) Bludgeoning, Magical
Laser Vision. Ranged Weapon Attack: +14 to Hit, Range 120 ft. Hit: 93 (16d10+5) Radiant
Radiance (Recharge 4-6). Creatures of Axiom's choice in a 60-ft. cone must make a DC 23 Constitution saving throw or take 154 (44d6) radiant damage or half as much on a success.
Target Evil. Axiom recklessly pursues evil. Until the start of his next turn, he has advantage on attack rolls against hostile creatures and attack rolls against him have advantage.
Defend Good. Axiom enters the space of a creature he can see and shields it from harm. The creature cannot be directly targeted by any harmful effect until the start of Axiom's next turn or until he is more than five feet away from the creature.
Golden Streak (1/Day). Axiom instantly travels to a place he has seen, along with any objects and creatures worn or carried by him, as long as there is an uninterrupted path to it (though he need not necessarily know the way). He leaves behind an afterimage in the form of a golden streak which leaves a trail showing his path. This ability reduces his movement speed to zero until the start of his next turn.
Impossible Resistance (3/Day). When he fails a saving throw, Axiom can choose to succeed instead.
Axiom has three heroic actions. He can take each action once during an encounter after an enemy creature’s turn. He can take these actions in any order but can only use one per round.
Action 1: Heroic Glow. Axiom begins to radiate sunlight (30-ft./30-ft.) which deals 14 (4d6) radiant damage to any creature that hits him with a melee attack. He can deactivate or activate this ability as a bonus action.
Action 2: Fix the Broken. Axiom moves up to his flying speed and touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. If it was prone, it can use a reaction to stand.
Action 3: Searing Burst. If his blinding light is active, Axiom flashes brighter still for an instant and creatures of his choice in a 30-foot radius must make a DC 23 Constitution saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Description
The ideal superhero, Axiom is the perfect embodiment of both law and goodness. He has saved the world countless times and inspired generations of heroes to stand in defense of the innocent.
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