Medium Or Small Humanoid
Armor Class 18 Plate
Hit Points 200 (16d12)
Speed 30 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws CON +7
Damage Resistances Bludgeoning, Fire
Condition Immunities Frightened, Poisoned
Gear Axe of the Dwarvish Lords
Senses Passive Perception 18
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense. You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Unarmored Defense. While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Dwarven Resilience. You have advantage on saves against poison and resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Reckless Anger:  On your first attack of your turn, you attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d12 + 3) slashing damage.

Handaxe. Melee Weapon Attack: +5 to hit, reach 5ft., 1 target. Hit: (1d6 + 3) slashing damage.

Javelin: Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: (1d6 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., 1 target. Hit: 4 bludgeoning damage.

Dash. When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. 

Disengage. If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.

Dodge.  If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

Help. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The DM has final say on whether your assistance is possible. You could also momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.

Hide. With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

Weapon (Battleaxe), Artifact (requires attunement)
Attack Type: Melee Reach: 5ft. Damage: 1d8 Damage Type: Slashing
Weight: 4lb.

Damage (2d10+5), Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.

When you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage.

The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.

Blessings of Moradin. While attuned to the axe, you gain the following benefits:

Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

 

Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.

Conjure Earth Elemental. While holding the axe, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next dawn.

Travel the Depths. You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.

Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.

Bonus Actions

Rage. As a bonus action enter a rage for up to 1 minute (10 rounds). You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action. You may do this 3 times per day.

Two-Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Reactions

Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach.

Legendary Actions

Legendary Actions 2 per round:, 1 lair action

  • Stomp/Tremor (2 Actions): The boss slams their foot or hammer down, creating a tremor. All creatures within 10 feet must succeed on a DC 15+ Strength save or fall prone.
  • Summon help: Roll a D6 for number of guards, Roll D4 minus 1 for number of rounds until they appear.
  • Lair Action: Flame Trap: Tiles change to open paths for flame traps. DEX17 saving throw or take 6D6 Fire Damage CON15 saving throw to not be lit on fire. Successful saves take half damage.

 

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

Enter a general description for your monster here.

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.

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