Large Humanoid, Lawful Evil
Armor Class 16 (natural armour)
Hit Points 148 (18d8 + 72)
Speed 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +11, CON +9
Skills Athletics +11, Perception +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages Common and two other languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If the crimson executioner fails a saving throw, it can choose to succeed instead.

Incredible Strength. The executioner holds his greataxe with one hand.

Lantern Spirits. If the executioner has a soul trapped in a lantern at the start of his turn, he regenerates 11 (2d10) hit points.

Innate Spellcasting. The executioner's spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, continual flame

2/Day: dispel magic

1/Day:  earthquake

 

Actions

Multiattack. The executioner makes two attacks, only one of which can be a soul steal attack.

Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 3 (1d6) necrotic damage.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Soul Steal. The executioner targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage on a failed save, and half as much on a successful save. On a failed save, the target is also stunned until the end of its next turn, and at the start of every subsequent turn it has it must make the saving throw again until it has made a total of three successful or three failed saving throws, whichever comes first (the initial failed save counts as 1 failure). On three successes, there is no further effect. On three failures, the target's soul is trapped inside a magical lantern (AC 19, 25 hp) that hangs from the executioner until the lantern is destroyed. The lantern is immune to any spells or magical effects that do not originate from the executioner, and is resistant to damage from non-magical weapons. If trapped this way, the creature's body becomes a lifeless corpse, it is also under the effect of the gentle repose spell for 3 days.

Every round a creature's soul remains inside the lantern, the creature's hit point maximum is reduced by 11 (2d10) points. If a creature's maximum hit points is reduced to 0 in this way, the creature's soul is permanently trapped inside the lantern until either: the executioner dies or, the soul is brought back by casting a wish spell, the resurrection spell, or the true resurrection spell on the creature's body. If the creature's soul is returned to its body before its maximum hit points becomes 0 this way, the reduction lasts until the creature finishes a long rest, otherwise a creature's maximum hit points are restored to normal upon returning to the body.

Legendary Actions

The executioner 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 executioner regains spent legendary actions at the start of its turn.

Move. The executioner moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The executioner makes one unarmed strike.

Cast a spell (Costs 2 actions). The executioner can cast one spell that it knows.

Description

The newly arisen and widely forbidden magic with the power to manipulate, control, and steal life from others, and powered by one's own blood flowing through its veins, the Crimson Executioner is a powerful force that has become extremely skilled at blood magic. It is what the general is to an army, the overseer to many plans and fine-tuner of strategies. Answering to only a few higher than itself, the executioner is given free reign to do its job and execute the larger scheme handed down by its authoritative figures, by whatever means necessary, and of course it doesn't mind killing a few extra innocent birds with the same stone if it can help it.

Image is copyright of Wizards Of the Coast, original artist: Fred Hooper.

Monster Tags: NPC

Habitat: UnderdarkUrban

Lunar_Blacksmith

Comments

Posts Quoted:
Reply
Clear All Quotes