Charge. If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes and extra 9 (2d8) 2d8 piercing damage. If the target is a creature, it must make succeed on a DC 15 Strength saving throw or be knocked prone.
Known Thoughts. The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.
Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.
Magic Resistance. The aatxe has advantage on saving throws against spells and other magical effects.
Shapechanger. The aatxe can use its action to polymorph into a medium male humanoid it has seen, or back into its true form. Its statistics, other than size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It Revents to its true form if it dies.
Gore. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 19(3d8+6) 3d8+6 piercing damage.
Paw the Earth. The aatxe lowers its horn and paws at the ground with its hoovers. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened of the aatxe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the aatxe's paw the earth for the next 24 hours.
The aatxe has 3 legendary actions.
Detect. The aatxe makes a Wisdom(Perception) check.
Gore (Cost 2 Actions). The aatxe makes one gore attack.
Bulwark (Cost 3 Actions). The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.
If using the corrupted variant you gain this legendary action in place of Bulwark.
Punish (Cost 3 Actions). The aatxe flares crimson with celestial power, punishing those daring to harm it. The next attack that would hit the aatxe hits the attacker instead.
On initiative count 20 (losing initiative ties), the aatxe takes a lair action to cause one of the following magical effects: • The ground bubbles into a sticky muck in a 20-foot radius centred on a point that the aatxe can see within 120 feet of it. That area becomes difficult terrain, and each creature in that area must succeed on a DC 15 Dexterity saving throw or be restrained by the muck. A creature can take its action to free itself or another stuck creature from the muck by succeeding on a DC 15 Strength check. The muck hardens back into earth when the aatxe uses this lair action again or when it dies. • The aatxe targets one creature it can see within 30 feet of it. A glowing beam of red light tethers the aatxe to the target. An unwilling target must succeed on a DC 15 Wisdom saving throw to resist the tether. Each time the target takes damage, the damage is split evenly between the target and the aatxe, transferring along the red beam. While tethered, the aatxe has resistance to all damage, except for damage transferred along the beam. This tether lasts until the tethered target dies, the aatxe uses this lair action again, or the aatxe dies. • Motes of celestial light dance around the aatxe. Each hostile creature within 20 feet of the aatxe must succeed on a DC 15 Dexterity saving throw or be covered in the motes of light. A creature covered in motes of light sheds dim light in a 10-foot radius and can’t benefit from being invisible. Any attack roll against a creature covered in motes of light has advantage if the attacker can see the creature. The motes of light last until initiative count 20 on the next round.
Aatxes prefer to make their homes in caverns or other secluded locations, though they will forego that preference in favour of ruins or shelters which provide a view of the regions they protect
The region containing an aatxe’s lair is changed by its celestial presence, which creates one or more of the following effects: • Nonmagical light illuminates an additional 10 feet within 3 miles of an aatxe’s lair. • From sunset to sunrise, birds within 5 miles of an aatxe’s lair do their best to draw attention to those lying in wait to ambush or stalking victims for nefarious purposes. A separate DC 15 Dexterity (Stealth) check must be made to avoid the attention of birds in the area while stalking or preparing to ambush an intelligent being. If the creature engaged in such activity is a fiend or undead, the birds will race to alert the aatxe to its presence. • Predatory beasts within 5 miles of an aatxe’s lair find intelligent beings unpalatable.