Executioner
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 67 (9d8 + 27)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 10 (+0) | 11 (+0) |
Skills Athletics +5, Intimidation +4
Gear leather, greataxe
Senses passive Perception 10
Languages Common
CR 3 (XP 700; PB +2)

Hooded. The executioner has advantage on saving throws against being blinded.
Pinned. One Medium or smaller creature of the executioner's choice within 5 feet of it can't stand up from being prone while being within 5 feet of the executioner.
ACTIONS
Multiattack. The executioner makes two Greataxe attacks. It can replace one of these attacks with a use of Kneel.
Greataxe. Melee Weapon Attack: +5, reach 5 ft. Hit: 9 (1d12 + 3) slashing damage. A prone target takes an additional 6 (1d12) slashing damage and dies when reduced to 0 hit points through this attack.
Kneel. Strength Saving Throw: DC 13, one creature within 5 feet of the executioner that it can see. Failure: The target is knocked prone.
BONUS ACTIONS
Menacing Presence. Wisdom Saving Throw: DC 10, one creature within 30 feet of the executioner. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
Executioner
Small or Medium • Humanoid • Any Alignment
Armor Class 11
Hit Points 26 (4d8 + 8)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |
Skills Athletics +4, Intimidation +4
Gear battleaxe, leather
Senses passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)

Hooded. The executioner has advantage on saving throws against being blinded.
Pinned. One Medium or smaller creature of the executioner's choice within 5 feet of it can't stand up from being prone while being within 5 feet of the executioner.
ACTIONS
Battleaxe. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage. A prone target takes an additional 4 (1d8) slashing damage and dies when reduced to 0 hit points through this attack.
Kneel. Strength Saving Throw: DC 12, one creature within 5 feet of the executioner that it can see. Failure: The target is knocked prone.
BONUS ACTIONS
Menacing Presence. Wisdom Saving Throw: DC 10, one creature within 30 feet of the executioner. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
Executioner
Small or Medium • Humanoid • Any Alignment
Armor Class 14
Hit Points 102 (12d8 + 48)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 18 (+4) | 10 (+0) | 10 (+0) | 12 (+1) |
Skills Athletics +7, Intimidation +7
Gear greataxe, studded leather
Senses passive Perception 10
Languages Common
CR 6 (XP 2,300; PB +3)

Hooded. The executioner has advantage on saving throws against being blinded.
Pinned. One Medium or smaller creature of the executioner's choice within 5 feet of it can't stand up from being prone while being within 5 feet of the executioner.
ACTIONS
Multiattack. The executioner makes two Greataxe attacks. It can replace one of these attacks with a use of Kneel.
Greataxe. Melee Weapon Attack: +7, reach 5 ft. Hit: 17 (2d12 + 4) slashing damage. A prone target takes an additional 13 (2d12) slashing damage and dies when reduced to 0 hit points through this attack.
Kneel. Strength Saving Throw: DC 15, one creature within 5 feet of the executioner that it can see. Failure: The target is knocked prone.
BONUS ACTIONS
Menacing Presence. Wisdom Saving Throw: DC 12, one creature within 30 feet of the executioner. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
