Missile Diver (5e Creature)

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Missile Diver[edit]

Medium fiend (heartless), chaotic evil


Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 14 (+2)

Skills Perception +4
Proficiency Bonus +2
Damage Immunities lightning, thunder
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal
Challenge 4 (1,100 XP)


Amphibious. The missile diver can breathe air and water.

Lightning Absorption. Whenever the missile diver is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.

Pack Tactics. The missile diver has advantage on an attack roll against a creature if at least one of the missile diver's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multi Attack. The missile diver makes two attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.


300px-Missile_Diver_KHFM.png
Missile Diver From KH Final Mix, Art from KH Wiki, https://www.khwiki.com/Missile_Diver
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