Arm Legion (5e Creature)

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Arm Legion[edit]

Medium aberration, neutral


Armor Class 17 (natural armor)
Hit Points 80 (12d10 + 14)
Speed 0 ft., fly 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Str +7, Dex +3, Con +6, Wis +5
Skills Athletics +7, Investigation +3
Damage Vulnerabilities psychic
Damage Resistances fire, cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its master but can't speak


Limited Telepathy. The legion can magically communicate simple ideas, emotions, and images telepathically with its master.

Magic Weapons. The legion's attacks are magical.

ACTIONS

Multiattack. The legion makes two attacks with its Fists.

Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Floating Armor. The Arm Legion has a handy compartment for its Legionis. The Legionis can use their bonus action to don the legion and control it directly from the inside. While wearing the Arm Legion the Legionis gains a +2 to their AC, a 20ft hover speed, and may use the Arm Legions fists for both the action attack and bonus action attack. While being worn, the Arm Legion has its maximum Hit points reduced by half and the remaining count as temporary Hit Points for the Legionis. If these temporary Hit Points drop to 0, the Legion is dismissed. The Legionis may exit the legion as a bonus action, but its maximum Hit Points are still reduced by half until resummoned.

Explosive Rush (Recharge 5-6). The legion unleashes a barrage of rapid-fire punches in a 30ft long. 10ft wide line of the Legionis's choosing. Every creature in the affected area must make a Dexterity saving throw or take 8d6 force damage on a failed save, or half damage on a success. DC = 8 + proficiency + your Wisdom modifier.


See Legionis (5e Class)


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