Execute. If attacking an enemy is incapacitated or prone, they are instantly killed by being decapitated.
On executing a creature the Executioner absorbs their soul and regains hit points (Equal to one of their hit dice).
Great Axe. melee weapon attack: +2 to hit, 10 ft reach. 2d12+2 slashing damage.
Hoove. melee weapon attack: +2 to hit, 5 ft reach. 1d8+3 bludgeoning damage. On failing a DC 16 Constitution saving throw the target becomes prone for 3 turns.
Horns. melee weapon attack: +2 to hit, 8 ft reach. 2d6+2 piercing damage or 1d8 bludgeoning damage.
Jaw. melee weapon attack: +2 to hit, 3 ft reach. 1d10 piercing damage and on being hit must make a DC 12 Constitution saving throw, on failing they take 2d6 fire damage and no damage on a pass.
Tail. melee weapon attack: +2 to hit, 12 ft reach. 1d8+2 bludgeoning damage and on being hit must make a DC 10 Constitution saving throw, on failing they take 1d6 fire damage and no damage on a pass.
Breath Attack (Recharge 5-6). ranged weapon attack: +2 to hit, 5 by 30 ft line. Each creature must make a DC 16 Dexterity saving throw, on failing they take 3d6 fire damage and no damage on a pass.
Tail whip. Makes a tail attack.
Description
A large red demon with hooves and horns tipped with fire. The jaw is filled with roaring flame and embers and has a massive demonic exe with the edges glowing red.
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