Chill Ripper (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Chill Ripper[edit]

Large fiend (heartless), chaotic evil


Armor Class 21 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 8 (-1) 18 (+4) 15 (+2)

Skills Athletics +11, Perception +10
Proficiency Bonus +6
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities blinded, charmed, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal
Challenge 20 (25,000 XP)


Ambusher. The chill ripper has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The chill ripper has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Magic Weapons. The chill ripper's weapon attacks are magical.

ACTIONS

Multiattack. The chill ripper makes three sword attacks.

Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage and 3 (1d6) cold damage

BONUS ACTIONS

Aggressive. The chill ripper moves up to its speed toward a hostile creature that it can see.

Stored Slash (Recharge 6). The chill ripper stores power in its sword. The next time it hits with an attack using its sword, the attack deals an additional 7 (2d6) cold damage.

REACTIONS

Parry. The chill ripper adds 6 to its AC against one melee attack that would hit it. To do so, the chill ripper must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The chill ripper 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 chill ripper regains spent legendary actions at the start of its turn.

Attack. The chill ripper makes one attack.
Move. The chill ripper moves up to its speed without provoking opportunity attacks.
Jump Attack (Costs 2 Actions). The chill ripper jumps into the air and slams down. Each creature within 30 feet of the chill ripper must make a DC 19 Strength saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsKingdom Hearts