Eliminator (5e Creature)

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Eliminator[edit]

Large fiend (heartless), chaotic evil


Armor Class 18 (plate)
Hit Points 250 (20d10 + 140)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 14 (+2) 18 (+4) 24 (+7)

Saving Throws Str +14, Con +14, Cha +14
Skills Athletics +21, Perception +11
Proficiency Bonus +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 21
Languages Abyssal
Challenge 22 (41,000 XP)


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

ACTIONS

Multiattack. The eliminator makes three attacks, only one of which can be with its Crippling Flame Shot.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Crippling Flame Shot. Ranged Spell Attack: +14 to hit, range 90 ft., one target. Hit: 28 (8d6) fire damage and the target must succeed on a DC 22 Wisdom saving throw or be affected by one of the following conditions for 1 minute (roll a d8): 1, blinded; 2, charmed; 3, deafened; 4, frightened; 5, paralyzed; 6, petrified; 7, poisoned; 8, stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

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

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