Galarian Darmanitan (5e Creature)
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Darmanitan[edit]
Medium elemental (shapechanger), any alignment Armor Class 12 in Standard Mode, 15 (natural armor) in Zen Mode
Damage Immunities cold; cold, fire in Zen Mode Hustle. Once per turn, before the darmanitan makes an attack, it can choose to take a -5 penalty to the attack roll. If the attack hits, it add +10 to the attack's damage. Inner Focus. The darmanitan has advantage on saving throws against being charmed or frightened. Sheer Force. Once per turn, when the darmanitan hits a creature with a melee weapon attack, it can deal an additional 10 (3d6) cold damage. Frostburn Aura (Zen Mode only). At the start of each of the darmanitan's turns, each creature within 5 feet of it takes 3 (1d6) fire damage plus 3 (1d6) cold damage. A creature that touches the darmanitan or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage plus 3 (1d6) cold damage. Innate Spellcasting (Zen Mode only). The darmanitan's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: burning hands, fire bolt, ice knife 1/day: cone of cold, flame strike, elemental bane Zen Mode. When the darmanitan falls below half its hit point maximum for the first time in each combat, it transforms into its Zen Mode. Its statistics other than its damage immunities are the same in each form, except in its Zen Mode the Darmanitan's Charisma is 23. It transforms back into its standard mode when it takes a long rest. ACTIONSMultiattack. The darmanitan makes two fire punch attacks. Ice Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) bludgeoning damage plus 10 (3d6) cold damage (11 (2d6 + 6) bludgeoning damage plus 7 (2d6) cold damage plus 7 (2d6) fire damage in Zen Mode). Frostburn (Zen Mode only, Recharge 5-6). Darmanitan casts fireball or ice storm, requiring no material components.
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