The executioner
Level 20 Solo Huge
H1000
STR ++
The executioner.

This monster is not meant to be beaten. The best the heroes can hope for is to delay it long enough to escape.

Choose one.
  • Lumbering advance.

    Move 8.

  • Prepare for the end.

    Next action will be the guillotine blade.

  • Guillotine blade.

    Reach 2 or range 6. 2d20 damage+50. On hit: Causes a wound.

Assess 1: Its blade looks like it would cleave you in two in one blow. Assess 2: It has weak magical defences to manipulation. Assess 3: Whatever damage the heroes have done is negligible, the heroes will never destroy this thing with violence.

The executioner is more of an environmental hazard and not a straight fight. This should be immediately clear from rumours. Heroes could slow, manipulate or escape. Other enemies could be drawn into this monster's path. If the heroes start doing kiting or other cheese have some other enemies turn up after a while to mix it up.