Commander (5e Creature)
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Commander[edit]
Large fiend (heartless), chaotic evil Armor Class 19 (natural armor)
Skills Athletics +8, Perception +6 Pack Tactics. The commander has advantage on an attack roll against a creature if at least one of the commander's allies is within 5 feet of the creature and the ally isn't incapacitated. Martial Advantage. Once per turn, the commander can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commander that isn't incapacitated. ACTIONSMultiattack. The commander makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Rotating Kick (Recharge 6). The commander makes a wide kick at everything around it. Each creature within 10 feet of the commander must make a DC 16 Strength saving throw. On a failed save, a creature takes 27 (5d10) bludgeoning damage and is pushed 15 feet away from the commander. On a successful save, a creature takes half as much damage and isn't pushed. BONUS ACTIONSAggressive. The commander moves up to its speed toward a hostile creature that it can see.
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