Anaxim (5e Creature)
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Medium construct (titan), lawful neutral
Armor Class 20 (natural armor)
Saving Throws Dex +10
Alert. The anaxim gains a +5 bonus to initiative rolls. The anaxim can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by it.
Immutable Form. The anaxim is immune to any spell or effect that would alter its form.
Innate Spellcasting. The anaxim's innate spellcasting ability is Charisma (save DC 21). The anaxim can cast the following spells, requiring no material components:
At will: blur, dispel magic (as a 5th-level spell), etherealness, greater invisibility, lightning bolt
Legendary Resistance (3/Day). If the anaxim fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The anaxim can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The anaxim's weapon attacks are magical.
Regeneration. The anaxim regains 30 hit points at the start of its turn if it has at least 1 hit point remaining.
Siege Monster. The anaxim deals double damage to objects and structures.
Multiattack. The anaxim makes three attacks with its saw and casts lightning bolt once.
Razor Saw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 16 (3d10) lightning damage.
Sonic Blast. The anaxim unleashes an ear-piercing screech. Creatures in a 60-foot cone must make a DC 24 Constitution saving throw. On a failed save, a creature takes 70 (20d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and is not deafened.
Summon Golem (Recharge 6). The anaxim summons an iron golem which materializes within 60 feet of it in an unoccupied space it can see. The iron golem obeys its summoner's commands and can't be controlled by any other creature. The iron golem vanishes when it drops to 0 hit points or when its summoner dies.
The anaxim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anaxim regains spent legendary actions at the start of its turn.
Move. The anaxim moves up to half its speed.
Anaxims are the ill-conceived designs crafted by gods of the forge.
Anaxims are born not of lust, but piece by labored piece from mechanical designs inspired by apocalyptic impulses. Anaxims are constructs that were not purged as they should have been, and so gained a pseudo-life of their own. Anaxims appear as humansized conglomerations of iron, clockwork gears, shearing blades, metallic fists, and other unfamiliar moving parts of iron. Generally, they appear unbalanced, unwieldy, and ominously jutting with too many cutting implements. An anaxim takes to the air by deploying a special set of rotating blades from its back; once deployed, the blades spin over its head with a constant roar of noise and rushing air.
Most failures of forge gods are never discovered, but anaxims are somehow imbued with the spark of deific might. Despite their artificial past, anaxims are animate and determined to make their own way in the world, seeking revenge for being consigned to the scrap heap by their perfectionist creators.
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