Darknut (5e Creature)

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Darknut[edit]

Medium humanoid, neutral evil


Armor Class 19 (plate (darknut armor))
Hit Points 119 (14d8 + 56)
Speed 25 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 11 (+0) 13 (+1) 9 (-1)

Saving Throws Str +10, Con +8
Skills Intimidation +3
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Special Equipment. The darknut wears darknut armour. It has the following effects:

  • The darknut gains a +1 bonus to its AC.
  • When the darknut takes bludgeoning, slashing, or piercing damage it can choose to lose 1 stamina point for every 2 hit points it would have lost. If its stamina points are reduced to 0, any remaining damage is suffered as normal.
  • If a spell or magic effect specifically targets the darknut's armor (as opposed to it), it has advantage on any saving throw against that spell. If the spell does not allow a saving throw, it is afforded a Constitution saving throw to ignore the effect of the spell on its armor.
  • The darknut has advantage on any Strength ability check or saving throw to avoid being knocked prone or moved against its will.

Lunge. The darknut can increase the reach of its melee weapon by 5 feet for one attack by expending 1 stamina point when it makes that attack (included in the attack). It can use this feature to increase the provokable area of its opportunity attack.

Darknut Deflection. When the darknut is targeted by a ranged attack that isn't a called shot or any Dexterity saving throw against a spell or other harmful effect that targets only the darknut, it may spend 1 stamina point to impose disadvantage on the attack roll or gain advantage on its saving throw. The darknut may use this ability as long as it is capable of using its reaction.

Stamina Points. The darknut has 30 stamina points.

ACTIONS

Multiattack. The darknut makes three melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. Hit: 13 (2d6 + 6) slashing damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. Hit: 9 (1d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

REACTIONS

Parry. The darknut adds 4 to its AC against one melee attack that would hit it. To do so, the darknut must see the attacker and be wielding a melee weapon.

Punish. When a creature within 5 feet of the darknut makes an attack against a target other than the darknut, it makes a melee weapon attack against the attacking creature.

A heavily armored warrior that would make the best knights cower and flee. They are rare, and are often found in ancient dungeons. Some incredibly skilled spellcasters bolster their armies with darknuts in their most significant battles.

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