Commander (5e Creature)

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Commander[edit]

Large fiend (heartless), chaotic evil


Armor Class 19 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 7 (-2) 16 (+3) 14 (+2)

Skills Athletics +8, Perception +6
Proficiency Bonus +3
Damage Resistances cold, fire, lightning; bludegeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal
Challenge 8 (3,900 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

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


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