Knucklemaster (5e Creature)
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Large aberration, lawful evil
Saving Throws Con +5, Cha +3
Brute. A melee weapon deals one extra die of its damage when the knucklemaster hits with it (included in the attack).
Siege Monster. The knucklemaster deals double damage to objects and structures.
Weak Point. The knucklemaster has vulnerability to piercing damage, but only from attacks that specifically target its eye. Any attack roll made as a called shot, such as against this weak point, is made with disadvantage.
Multiattack. The knucklemaster makes two slap attacks.
Slap. Melee Weapon Attack: +10 to hit, reach 5 ft., all targets in a 5 ft. square. Hit: 15 (3d6 + 5) bludgeoning damage.
Knuckle Smash (Recharge 5-6). Melee Weapon Attack: +10 to hit, all creatures in a line that is 20 feet long and 10 feet wide. Hit: 36 (3d20 + 5) bludgeoning damage. A hit target must succeed on a DC 16 Strength throw or be knocked up to 10 feet away in the direction of the attack's line, and be knocked prone. The knucklemaster can move to any point of the line without expending movement, and this movement does not provoke opportunity attacks. If the knucklemaster does not damage at least one target with this attack, its turn immediately ends, and all attack rolls have advantage against it until the start of its next turn.
A particularly large and physically powerful floormaster, a knucklemaster like its kin takes the form of a huge fiendish hand operating devoid of an arm or any body attached to it. A knucklemaster is usually distinguished by the fact it is almost universally clad in armor akin to a plate gauntlet. It trades much of the subtlety and finesse of its lesser kin for pure power. Floating through the air with ease, it crushes most foes with slaps that can crush a humanoid like a fly. Its huge, power-packed punches effortlessly tear through stone walls.
Dark Protector. Like their kin, knucklemasters tend towards darkness, and seem to believe they exist to protect something. Sometimes they protect treasure, other times the unholy chamber of a vile temple, and occasionally they may be protecting a powerful wizzrobe or even a demigod. Regardless of who or what affords their protection, few would dare to try and pass them.
All-Seeing Eye. Unlike floormasters and wallmasters, a knucklemaster bears a singular large eye in its palm. This magical eye grants it truesight—ignoring darkness, invisibility, or other concealments for that which would attempt to pass by its guard. This eye is the only part of a typical knucklemaster that isn't completely armored, and often the only part vulnerable to conventional attacks.