Executioner

Dungeons of Drakkenheim p. 209 (Third Party)

Size
Huge
Type
construct
Alignment
lawful evil
AC
20 (natural armor)
Hit Points
405 (30d12+210)
Speed
walk 40 ft.
Saving Throws
Str +15, Con +13, Wis +6
Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
understands common but does not speak
Challenge
20
STR
29
+9
DEX
11
+0
CON
25
+7
INT
10
+0
WIS
11
+0
CHA
10
+0

Traits

Proficiency Bonus

+6

Legendary Resistance (3/Day)

If the Executioner fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Immutable Form

The Executioner is immune to any spell or effect that would alter its form.

Magic Resistance

The Executioner has advantage on saving throws against spells and other magical effects.

Magic Weapons

The Executioner's weapon attacks are magical.

Rejuvenation

If the Executioner is destroyed, it returns with all its hit points in 24 hours unless a disintegrate spell is cast on its remains.

Actions

Guillotine Blade

Melee or Ranged Weapon Attack: +15 to hit, reach 10 ft., or range 30/120 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Immediately after making a ranged attack, this weapon flies back to the Executioner's hands.

Necrotic Vents (Recharge 5-6)

The Executioner vents necrotic gas in a 30-foot radius. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this saving throw by 5 or more gains one level of contamination.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

The executioner can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

recharge

3/TURN

Lumber Forward

The Executioner moves half its speed.

Attack (Costs 2 actions)

The Executioner makes a melee or ranged attack with its Guillotine Blade.

Summon Shadows. (Costs 3 actions)

The Executioner targets up to six humanoid corpses it can see within 60 feet of it that have died violently. Each target's spirit rises as a shadow in the space of its corpse or in the nearest unoccupied space. The shadows act after the Executioner on the same initiative count, are under its control, and remain for 1 minute or until they're destroyed. They disappear if the Executioner is destroyed.

Other data

description

"...and that's why we don't go to Slaughterstone Square." — Lieutenant Petra Lang