Helmed Body (5e Creature)

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Helmed Body[edit]

Large fiend (heartless), chaotic evil


Armor Class 21 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 5 (-3) 8 (-1) 16 (+3)

Saving Throws Str +12, Con +11
Skills Athletics +12, Intimidation +9
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal
Challenge 18 (20,000 XP)


Magic Resistance. The helmed body has advantage on saving throws against spells and other magical effects.

Martial Advantage. Once per turn, the helmed body 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 helmed body that isn't incapacitated.

ACTIONS

Multiattack. The helmed body makes three fist attacks.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Jumping Shockwave (Recharge 6). The helmed body jumps high into the air and slams down onto the ground. Each creature within a 20-foot radius of the helmed body must make a DC 19 Strength saving throw. On a failed save, the creature takes 36 (8d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

BONUS ACTIONS

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


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