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Horde of Axe Men

Gargantuan humanoid, unaligned

A horde of 12-20 Medium sized humanoids.

Armor Class 14 (Hide Armor)
Hit Points 162 (12d20+36)
Speed 30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
16
(+3)
INT
8
(-1)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws Str +6, Con +6
Skills Athletics +6, Survival +3, Perception +3
Damage Resistances Non-magical B/S/P (Conditional)
Condition Immunities charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious (Conditional)
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Actions

Battle Ax. The horde makes up to 4 melee attacks with their battle axes +6 to hit, 1d10+3 Slashing

War Cry (Recharge 4-6). All creatures of the hordes choice within 120 feet must make a wisdom save (DC 11) and have their movement speed reduced to 0 until the start of the Axe Men's next turn

Frenzy. Each creature of the horde's choice in the horde's space must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 45 (8d10) slashing damage, or 23 (4d8) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Primal Rage. As a reaction to taking non-magical bludgeoning, slashing, or piercing damage, the horde can gain resistance to those damage types until the start of its next turn. This feature can be used 3 times per long rest