Chill Ripper (5e Creature)

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Chill Ripper[edit]

Large fiend (heartless), chaotic evil


Armor Class 21 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 8 (-1) 18 (+4) 15 (+2)

Skills Athletics +11, Perception +10
Proficiency Bonus +6
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities blinded, charmed, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal
Challenge 20 (25,000 XP)


Ambusher. The chill ripper has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The chill ripper has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Magic Weapons. The chill ripper's weapon attacks are magical.

ACTIONS

Multiattack. The chill ripper makes three sword attacks.

Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage and 3 (1d6) cold damage

BONUS ACTIONS

Aggressive. The chill ripper moves up to its speed toward a hostile creature that it can see.

Stored Slash (Recharge 6). The chill ripper stores power in its sword. The next time it hits with an attack using its sword, the attack deals an additional 7 (2d6) cold damage.

REACTIONS

Parry. The chill ripper adds 6 to its AC against one melee attack that would hit it. To do so, the chill ripper must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The chill ripper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chill ripper regains spent legendary actions at the start of its turn.

Attack. The chill ripper makes one attack.
Move. The chill ripper moves up to its speed without provoking opportunity attacks.
Jump Attack (Costs 2 Actions). The chill ripper jumps into the air and slams down. Each creature within 30 feet of the chill ripper must make a DC 19 Strength saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

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