Defender Heartless (5e Creature)
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Defender Heartless
Large fiend, neutral evil Armor Class 19 (splint, shield)
Saving Throws Str +7, Con +7 Magic Weapons. The defender’s shield is a magical weapon. Shield Master. If the defender is holding its shield and is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sure-Footed. The defender has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTIONSShield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. Fireball (Recharge 5-6). The defender hurls a fireball at a point within 40 feet that it can see. Each creature in a 10-foot radius of that point must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. REACTIONSShove. The defender makes a shove attack against a hostile creature that comes within its reach. |
Defenders are hulking, simian Heartless clad in heavy armor. These fiendish knuckle draggers carry magical shields emblazoned with the living heads of vicious dogs, using them for both attack and defense. Born of Brutishness. Defenders are born from the corrupted hearts of large, strong, and particularly cruel individuals. Ogres, trolls, and bugbears commonly become defenders when they lose their hearts to the darkness, as do some evil knights. Savage Shields. A defender’s shield is quite literally alive. It bears the living head of a large, three-eyed hound in its center, which snarls and bites at anything that comes within reach of its jaws. They will even lash out of their own will, nearly leaping out of the defender’s grasp to bite prospective enemies. These heads can also spit fireballs at distant foes. |
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