Axe Beak

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Axe Beak

Axe Beak (CR 6)

Neutral - Large - Animal
Axe Beaks are massive birds, as large as or larger than ostriches but more related to woodpeckers, amazingly enough. They are omnivorous and can feed on leaves, bark, shoots, grasses and flowers as well as small game, large game, and the occasional humanoid. Axe Beaks are large creatures, standing ten feet tall and surprisingly bulky for their height. They have tremendous legs and large feet, but common axe beaks never use their feet for claw attacks.
Axe Beaks are well adapted to almost any temperate or arctic terrain. They do poorly in deserts. They thrive best in open grasslands where they can run down prey with their great speed, and in temperate forests where they can exploit the wide range of forage available.
Axe Beaks almost always travel in flocks, with at least three or four and sometimes far more in a pack. Axe beaks are sociable creatures and will stay with the same flock for life, although they do not mate for life.


Lore Check: Know (Nature) (Basic: DC 12; Full: DC 26)
Init: +11
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 24 (Spot: +14, req's move action)


AC: 24
Maneuver Defense (MD): 23
Hit Points: 82     (Bloodied Value: 41)    Hit Dice: 9
Fort: +5    Refl: +9    Will: +5
Special Defenses:
Strong Against:
Weak Against:


Movement Types: Walk 60 ft.
Space / Reach: 10 ft. / 10 ft.
Standard Attack:
  • 1x Chopping Beak +11 (2d10+12/x2) as slashing (physical, common)
Full Attack:
  • 1x Chopping Beak +11 (2d10+12/x2) as slashing (physical, common); plus Low Snap and Trample
Standard Ranged:
Maneuver Offense: +11
Siege Damage: Not siege capable
Special Attacks: Low Snap, Trample, Rapacious Charge
Action Points: 0


Str: 18    Dex: 18    Con: 16    Int: 2    Wis: 11    Cha: 10
Feats: Runner (EFFECT: Run faster, retaining your full AC; your base speed increases by 5, and gain a scaling feat bonus to running jumps.)

Special Abilities

Low Snap (Ex)

When an Axe Beak makes a full attack action against a non-prone foe, they make their normal Bite attack but may also make a free Trip Combat Maneuver check (1d20 + 10 vs. target's Maneuver Defense), as they lower their great heads and snap aggressively at the legs and feet of their opponents. This Trip does not provoke, requires no separate action, and the Axe Beak cannot be tripped in return.

Trample (Ex)

When an Axe Beak makes a full attack action against a prone foe, they make their normal Bite attack but also gain two claw attacks, as such:
2x Claws +11 (0/x2) as slashing (physical, common)

Rapacious Charge (Ex)

Once per encounter as a standard action, an Axe Beak may make a charge maneuver boosted by wildly flapping their vestigial wings, making an attack (as Chopping Beak, primary) and a Low Snap (Trip) attempt against the target of their charge maneuver. If the Trip attempt fails, their opponent is instead Jostled until the beginning of the axe beak's next turn.

Combat Tactics

Axe Beaks are fast, sneaky, and perceptive. Their long, strong legs allow them to move overland (outside of combat) at a tremendous pace, and their Run feat means they can race down horses and other very fast prey in a long chase.
Whenever possible, Axe Beaks will use Rapacious Charge to enter combat, hoping to knock foes prone. Any prone foe will be targeted for Trample attacks by every Axe Beak that can reach, and they will try to use Low Snap to knock down as many victims as possible.
Axe Beaks instinctively will try to use their reach and five foot steps to stay five feet away from smaller opponents so they get attacks of opportunity with their huge beaks as often as possible.
Axe Beaks are quite clever, and have been known to stalk prey until it lays down to sleep, and then creep up and begin using Trample attacks on the prone, sleeping victims. Nasty.

Out of Combat


XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
Weight: 60 lbs.     Volume: 2.4 cu. ft.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)