Prison Keeper (5e Creature)

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Prison Keeper[edit]

Huge fiend (heartless), chaotic evil


Armor Class 16 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 0 ft., fly 90 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 18 (+4)

Saving Throws Str +10, Con +10
Skills Athletics +10, Perception +7
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal
Challenge 14 (11,500 XP)


Devil's Sight. Magical darkness doesn't impede the prison keeper's darkvision.

Keen Sight. The prison keeper has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The prison keeper makes three attacks, only one of which can be with its Cage Slam. It can use its Cage Trap instead of its Cage Slam.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Cage Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the prison keeper can't use its Cage Slam on another creature.

Cage Trap. The prison keeper makes one Cage Slam attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the Cage Slam's damage, the target is trapped, and the grapple ends. While trapped, the creature is restrained, and it has half cover against attacks and other effects outside the prison keeper. A prison keeper can have only one Large creature, two Medium creatures, or four Small or Tiny creatures trapped at a time.
If the prison keeper takes 20 damage or more on a single turn from a creature inside its cage, the prison keeper must succeed on a DC 20 Constitution saving throw at the end of that turn or release all trapped creatures, which fall prone in a space within 10 feet of the prison keeper. If the prison keeper dies, a trapped creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.

BONUS ACTIONS

Swift. The prison keeper uses the Dash or Disengage action.

Prisoner Boost. While a creature is trapped inside the prison keeper's cage, it gives itself a momentary boost to its strength. Until the start of its next turn, it gains a +1 bonus to its attack and damage rolls for each creature it has trapped, and an additional die to the damage of its attacks for each creature that is Medium or larger.


499px-Prison_Keeper_KHII.png
Prison keeper from KH2, Image from KHWiki, https://www.khwiki.com/Prison_Keeper
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