| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +5 |
| CHA | 10 | +0 | +0 |
Petrify. If targeted by dispel magic, the Axeman must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 round or until it takes any damage.
Unusual Nature. The Axeman doesn’t require air, food, drink, or sleep.
Multiattack. The Axeman makes one Heel attack and two Swinging Axe attacks, or it makes two Natures Binding attacks.
Heel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 8) piercing damage.
Swinging Axe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d8 + 2) slashing damage.
Natures Binding. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 7 (2d10 + 2) poison damage. The target must make a constitution saving throw, DC 15, or be poisoned for 1 round and are restrained. They may repeat the save at the end of their next turn.
Description
Deep within the Forbidden Corner across the untamed woods roams the legendary Axeman. A figure of immense stature, his presence alone casts long shadows and hushes the rustling leaves. His weathered hands grip the haft of a colossal axe, its honed edge gleaming like a sliver of moonlight. He is the silent guardian, a formidable sentinel whose watchful gaze ensures the delicate balance of nature remains undisturbed, his mighty axe a stark warning to any who dare trespass with ill intent.
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