Heat Saber (5e Creature)

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Heat Saber[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 cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, 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 heat saber has advantage on attack rolls against any creature it has surprised.

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

Magic Weapons. The heat saber's weapon attacks are magical.

ACTIONS

Multiattack. The heat saber 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) fire damage

BONUS ACTIONS

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

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

REACTIONS

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

LEGENDARY ACTIONS

The heat saber 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 heat saber regains spent legendary actions at the start of its turn.

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

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