Axiom Engine:
At the start of combat, Axiom declares one Combat Axiom (see below). This axiom applies to all creatures (including Axiom). Axiom may change the active axiom as a legendary action.
Immutable Logic:
Axiom automatically succeeds on saving throws against being: pushed, pulled, knocked prone, restrained, or teleported
Law Over Flesh:
Creatures within 30 feet of Axiom cannot gain advantage on attack rolls unless Axiom allows it.
Combat Axioms (Choose One at a Time):
Only one axiom may be active.
- Axiom of Stillness - Creatures cannot move more than 10 ft. on their turn Opportunity attacks are automatic hits
- Axiom of Silence - No spells of 3rd level or higher may be cast Casting a spell triggers 10 (3d6) force damage
- Axiom of Order - Initiative order is fixed (no reactions, no bonus actions) Readied actions fail automatically
- Axiom of Single - Combat Only one creature may attack Axiom per round Others who attack take 22 (4d10) force damage
Multiattack: Axiom makes two Axiom Hammer attacks.
Axiom Hammer Melee Weapon Attack:
+12 to hit, reach 10 ft., one target Hit: 21 (3d8 + 7) force damage Target must succeed on a DC 18 Strength save or be restrained until the end of its next turn.
Declare Edict (Recharge 5–6):
Axiom issues a binding command within 60 ft. Choose one: Drop prone Drop held items Move exactly 15 ft. in a direction Axiom chooses End concentration Wisdom Save DC 18 or obey.
Lock Position:
Choose one creature within 30 ft. That creature cannot move or teleport until the end of its next turn.
Violation Response:
When a creature violates the active Combat Axiom, Axiom may: Deal 14 (4d6) force damage Reduce the creature’s speed to 0 until its next turn
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