Prison Keeper (5e Creature)
Prison Keeper[edit]
Huge fiend (heartless), chaotic evil Armor Class 16 (natural armor)
Saving Throws Str +10, Con +10 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. ACTIONSMultiattack. 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. BONUS ACTIONSSwift. 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.
|
|
Back to Main Page → 5e Homebrew → Creatures