Bestial Affinity. Axemena exerts its will on beasts around it. At the beginning of Axemena's turn each beast that is within 120 feet of it must succeed on a DC 18 Wisdom saving throw or become charmed by it. Creatures with an Intelligence greater than 10 have advantage on their initial saving throw, and creatures with an Intelligence of 10 or less have disadvantage on their initial saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Axemena's Affinity for the next 24 hours.
Reflective Chitin. Whenever a creature makes a magical attack against Axemena it gains +3 to AC against that attack.
Arachnoid Movement. Axemena's movement does not provoke opportunity attacks.
Multiattack. Axemena makes three attacks: two with its claws and one with its tail stinger. If it has a target grappled, Axemena can also make a bite attack against that target as a bonus action.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Axemena has two claws, each of which can grapple only one target.
Tail Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Axemena can take 2 legendary actions, choosing from the options bellow. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the beginning of its turn.
Regeneration. Axemena regains 2d10 + 2 hit points if it is burrowed, or half as much if it is not burrowed. Axemena may not use this action if it has taken cold damage this round.
Droning Roar (Costs 2 Actions). Each enemy creature within 60 ft. of Axemena must make DC 15 Wisdom saving throw. On a failed save, each creature takes 8 (1d10 + 3) psychic damage and has disadvantage on attacks, ability checks, and saving throws until the end of their next turn.
Acid Spray (Recharge 5). Axemena sprays acid in a 20 ft. cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Previous Versions
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3/4/2020 7:44:36 PM
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