Danger Sense. Axehand has advantage on DEX saving throws against effects he can see while not blinded, deafened, or incapacitated.
Reckless Attack. Axehand may gain advantage on his first attack per turn, but attack rolls have advantage against him until his next turn.
Axehand makes 2 attacks with his handaxes, and if his bonus action has not been used he either uses it to make a 3rd attack with his handaxe, either as part of frenzied attacks or through 2 weapon fighting.
Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft, 6 (1d6+3) Slashing.
Raging Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft, 8 (1d6+5) Slashing.
Rage. As a bonus action enters a rage for up to 1 minute (10 rounds).
Axehand gains advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage.
Axehand's rage ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage as a bonus action.
Axehand may rage 3 times per long rest.
Frenzy Attack. While in a rage, Axehand may make an additional attack as a bonus action on each of his turns. At the end of his rage, Axehand gains a point of exhaustion.
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Description
Driven insane by the White Dragon Goddess Fleshnor, Axehand chopped off his own hands and forced handaxes into his stumps. Half insane and feral, he found his way to the fighting pits of Yardin, where he found one of Fleshnor's brood to guard.
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