Helmed Body (5e Creature)

From D&D Wiki

Jump to: navigation, 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

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.


0.00
(0 votes)

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

Home of user-generated,
homebrew pages!


Advertisements: