Eliminator (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

Eliminator[edit]

Large fiend (heartless), chaotic evil


Armor Class 18 (plate)
Hit Points 250 (20d10 + 140)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 14 (+2) 18 (+4) 24 (+7)

Saving Throws Str +14, Con +14, Cha +14
Skills Athletics +21, Perception +11
Proficiency Bonus +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 21
Languages Abyssal
Challenge 22 (41,000 XP)


Pack Tactics. The eliminator has advantage on an attack roll against a creature if at least one of the eliminator's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The eliminator makes three attacks, only one of which can be with its Crippling Flame Shot.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Crippling Flame Shot. Ranged Spell Attack: +14 to hit, range 90 ft., one target. Hit: 28 (8d6) fire damage and the target must succeed on a DC 22 Wisdom saving throw or be affected by one of the following conditions for 1 minute (roll a d8): 1, blinded; 2, charmed; 3, deafened; 4, frightened; 5, paralyzed; 6, petrified; 7, poisoned; 8, stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

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

0.00
(0 votes)

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