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Paul Bunyan

Gargantuan giant, chaotic good

Armor Class 15 (natural armor)
Hit Points 248 (16d20+80)
Speed 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 21 (+5) 11 (+0) 16 (+3) 14 (+2)

Saving Throws Wis +10, Cha +9
Skills Animal Handling +10, Athletics +17, Insight +10, Nature +12, Survival +10
Damage Resistances cold, fire, lightning, poison, thunder
Senses passive Perception 13
Languages English, French
Challenge 21 (33,000 XP)

Special Traits

  • Hardy Metabolism. Paul has advantage on saving throws against exhaustion and poison.
  • Loyal Pet. Paul is accompanied by an enormous oxen (Babe the Blue Ox).
  • Magic Weapons. Paul’s weapon attacks are magical.
  • Paul never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.

Actions

  • Multiattack. Paul attacks twice.
  • Axe. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 46 (8d8+10) slashing damage and the target makes a DC 25 Strength saving throw. On a failure, it is either knocked prone or pushed away 20 feet (Paul’s choice).
  • Tree. Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target. Hit: 37 (6d8+10) bludgeoning damage and the target makes a DC 25 Dexterity saving throw. On a failure, it is knocked prone and restrained by the tree (escape DC 25).

Legendary Actions

Paul 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. Paul regains spent legendary actions at the start of his turn.

  • Attack. Paul makes one axe attack or one tree attack.
  • Babe. Paul asks Babe to help him, giving her a bonus action, action, and movement that she takes immediately.
  • Devastating Stomp (Costs 2 Actions). Paul slams his foot into the ground with tremendous force that ripples through the earth in a 50-foot radius. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 25 Constitution saving throw or its concentration is broken. In addition, each creature on the ground in the area must make a DC 25 Dexterity saving throw or be knocked prone. Depressions open throughout the area at the start of the next round. A total of 2d4 depressions open in locations chosen by the GM. Each is 1d4 × 10 feet deep with a radius of 1d4 × 5 feet. A creature standing on a spot where a depression opens must succeed on a DC 25 Dexterity saving throw or fall in. A creature that successfully saves moves with the depression’s edge as it opens. A depression that opens beneath a structure causes it to automatically collapse after 1d4 rounds (as the earthquake spell).
  • Forest-Feller (Costs 2 Actions). Paul swings his mighty axe in a 20-foot cone of destruction. Creatures and objects in the area make a DC 25 Dexterity saving throw or take 46 (8d8+10) slashing damage.

About

The handful of Mythological Figures treatments made which use A Touch More Class include Sherlock Holmes (the savant), Nikola Tesla (the tinkerer), and Billy the Kidd (the gunfighter), but now we’re going for someone really big. A myth most certainly far too large to be contained in my poor-minstrelesque rambling prologue: the American folklore hero Paul Bunyan!

If you live in the US you know who Paul Bunyan is—a really, really, really big lumberjack accompanied by a blue ox called Babe. In true American fashion he’s said to have traipsed all over the country inadvertently creating national landmarks by dragging his axe along behind him, including the Grand Canyon, the 10,000 Lakes, and the Mississippi River. Anyone that’s from the northern states, particularly in the midwest, has probably driven by giant statues of Paul Bunyan and Babe.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com