High Soldier (5e Creature)
High Soldier[edit]
Medium fiend (heartless), chaotic evil Armor Class 20 (natural armor)
Saving Throws Str +11, Con +9 Martial Advantage. Once per turn, the high soldier can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the high soldier that isn't incapacitated. Pack Tactics. The high soldier has advantage on an attack roll against a creature if at least one of the high soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSMultiattack. The high soldier makes three attacks: two with its claws and one with its Combo Lunge. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Combo Lunge. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) slashing damage. The high soldier then moves to an unoccupied space it can see within 10 feet of the target. Pouring Kicks (Recharge 6). The high soldier makes a rapid flurry of five kicks. Each kick is made against one creature within 10 feet of the high soldier. A creature can't be targeted by more than one kick. A creature targeted by a kick must make a DC 19 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save or half as much damage on a successful one. BONUS ACTIONSAggressive. The high soldier moves up to its speed toward a hostile creature that it can see. Nimble Escape. The high soldier takes the Disengage or Hide action.
|
|
Back to Main Page → 5e Homebrew → Creatures
Back to Main Page → 5e Homebrew → Campaign Settings → Kingdom Hearts