Helmed Body (5e Creature)
Helmed Body[edit]
Large fiend (heartless), chaotic evil Armor Class 21 (natural armor)
Saving Throws Str +12, Con +11 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. ACTIONSMultiattack. 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 ACTIONSAggressive. The helmed body moves up to its speed toward a hostile creature that it can see.
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