Medium Undead (Demon), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 82 (11d8 + 3)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +5, CON +5
Damage Resistances Acid, Fire, Necrotic
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone
Gear Hatchet, Razor Blad, Chisel
Senses Passive Perception 15
Languages English, French
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Multiattack. The Axeman makes two attacks with options including a spell, hack, slash, or Murderous Intent. 

Hack. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Razor Blade Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) acid damage.

Spellcasting. The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):

At will: darkness, dispel magic, fear, heat metal, levitate

Murderous Intent. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Au Revoir. The Axeman of New Orleans can, once per day, leave the corporeal plane and return.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

He haunts New Orleans city proper, destined to relive his great reign of terror for all eternity. As a bloodthirsty maniac filled with a passion for human slaughter, he has no motive other than wanting to kill. Some say he wasn’t even human, but a diabolical agent of the Devil. He gets immense joy from the slaughter, and it shows on his face and in the sound of his maniacal laugh.

The Axeman is a Ghost, typically appearing as he did in life but surrounded by flame. He ruthlessly hacks and slaughters victims with a disturbing look of joy on his face, typically appearing at night, preferring to attack people in their sleep. He carries a razor blade and an axe, both of which he uses in his attacks. Merchants have a higher chance of making the Axeman appear, as this was his favorite type of person to attack when he was alive. He scrapes his axe along the ground or the wall to notify you he is coming. He also carries a chisel that he uses to take out door panels to get inside any building. He has only one goal: to keep his infamy alive by continuing to kill as many people as possible.

He is laser focused on this goal and therefore will not take notice if players try to communicate with him. This Ghost is extremely difficult to defeat, as he is Incorporeal and is immune to physical attacks. Since he is a Ghost, he also has no need to eat, drink, or sleep, and he does not need to breathe. He cannot be paralyzed, and he can pass through barriers that regular humans cannot, such as walls, floors, and ceilings. He can also disappear during a fight and reappear later, but only once per day. He can be turned by turn Undead, and he can be exercised if the party has learned how to do so.

The Axeman loves jazz music, and he can be repelled and motivated to leave you alone if you play it. He can be repelled by salt shot, and trapped or kept at bay with salt lines. Though salt shot angers him and makes him more ruthless when used. Iron also repels him the same as salt.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadfiend

Xianthamist

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