High Soldier (5e Creature)

From D&D Wiki
Jump to navigation Jump to 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

High Soldier[edit]

Medium fiend (heartless), chaotic evil


Armor Class 20 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 12 (+1) 18 (+4) 17 (+3)

Saving Throws Str +11, Con +9
Skills Acrobatics +8, Athletics +11, Perception +9, Stealth +8
Proficiency Bonus +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal
Challenge 13 (10,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

Aggressive. 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.


0.00
(0 votes)

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