Golden Darknut (5e Creature)
Golden Darknut[edit]
Medium humanoid, neutral evil Armor Class 19 (plate (darknut armor))
Saving Throws Str +15, Dex +11, Con +13 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:
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. ACTIONSMultiattack. 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. REACTIONSGleaming 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 ACTIONSThe 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. |
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
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