Golden Darknut (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Golden Darknut[edit]

Medium humanoid, neutral evil


Armor Class 19 (plate (darknut armor))
Hit Points 230 (20d8 + 140)
Speed 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 24 (+7) 11 (+0) 13 (+1) 9 (-1)

Saving Throws Str +15, Dex +11, Con +13
Skills Acrobatics +11, Intimidation +5, Perception +7
Proficiency Bonus +6
Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP)


Improved Initiative. The darknut has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.

Legendary Resistance (1/Day). If the darknut fails a saving throw, it can choose to succeed instead.

Powerful Attacks. A weapon attack deals one extra die of its damage when the darknut hits with it (included in the attack), and these weapon attacks are magical.

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 70 stamina points.

ACTIONS

Multiattack. The darknut makes three melee attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. Hit: 16 (2d6 + 9) slashing damage.

Shield Bash. Melee Weapon Attack: +15 to hit, reach 5 ft. (10 ft. if the darknut lunges), one target. Hit: 14 (2d4 + 9) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

REACTIONS

Gleaming Dodge. When attacked by a creature it can see, the darknut halves the damage it takes—unless the damage is necrotic.

Parry. The darknut adds 6 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.

LEGENDARY ACTIONS

The darknut 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 darknut regains spent legendary actions at the start of its turn.

Detect. The darknut makes a Wisdom (Perception) check.
Withdraw. The darknut uses the Disengage action, and moves up to half its speed.
Attack (Costs 2 Actions). The darknut moves up to half its speed and makes a melee weapon attack.

A darknut warrior that has been gifted by the divine powers. They are even rarer than most of their class, and are often found in holy dungeons. Only the mightiest and most powerful can call a golden darknut their ally.


See also[edit]

  • Darknut, the class to which this creature belongs
0.00
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiary

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png