Large Undead, Neutral Evil
Armor Class 21 Plate Mail (+3)
Hit Points 300 (20d20 + 100)
Speed 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Resistances All
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60ft, Passive Perception 9
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Charge. If the Axe Man moves at least 10 feet straight toward a target and then hits it with a Axe attack on the same turn, the target takes an extra 12 (2d12) Slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 15 feet away and knocked prone.

Regeneration. The Axe Man regains 20 hit points at the start of its turn if it has at least 1 hit point. If the Axe Man takes radiant damage or damage from holy water, this trait doesn't function at the start of the it's next turn.

Undead Fortitude. If damage reduces the Axe Man to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Axe Man drops to 1 hit point instead.

Actions

Multiattack. The Armored Axe Man makes three attacks

Headsman's Axe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12+10) slashing damage.

Axe Throw. Range Weapon Attack: +16 to hit, range 40ft., one target. Hit: 22 (2d12+10) slashing damage.

Crushing Blow.  Melee Attack: +16 to hit, reach 10ft., one target. Hit: 34 (4d12+10)

Brutal Grab. Melee Grapple Attack: DC20 Grapple check 10 damage on success and target is grappled, receiving 10 more damage each round the target remains grappled.

Reactions

 No Escape:  Opportunity attacks are made at advantage, if successful the target speed drops to 0 till the Armored Axe Man's next turn. 

Murderous Instinct:  Upon a creature entering the Armored Axe Man's threat range(10ft) it uses its reaction to make a melee attack.

Legendary Actions

The Armored Axe Man can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Armored Axe Man regains spent legendary actions at the start of its turn.

Axe Attack: The Armored Axe Man can make one melee attack. 

Crushing Blow (Costs 1 Action). The Armored Axe Man uses it's Crushing Blow.

Frightening Roar (Costs 2 Actions). The Armored Axe Man roars and all creature it can see within 20 feet of it must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the roar for the next 24 hours.

Drain Life (Costs 3 Actions). A living creature grappled by the Armored Axe Man must make a DC 18 Constitution saving throw against this magic, taking 36 (6d12) necrotic damage on a failed save, or half as much damage on a successful one restoring the Armored Axe Man's health.

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2018 7:56:56 PM
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1
Coming Soon
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