Beast of Darkness (5e Creature)

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Beast of Darkness[edit]

Large humanoid (Human), chaotic evil

Armor Class 27 (Berserker Armor)
Hit Points 857 (35d20 + 490)
Speed 150 feet

30 (+10) 30 (+10) 30 (+10) 12 (+1) 21 (+5) 6 (-2)

Saving Throws Strength +15, Constitution +20
Skills Acrobatics + 16, Athletics + 16, Intimidation + 10
Damage Resistances All magical damage, acid, thunder, radiant, non-magical piercing
Damage Immunities Psychic, non-magical fire, poison, piercing, bludgeoning, and slashing.
Condition Immunities Blinded, Frightened, Charmed, Deafened, Fatigued, Incapacitated, Unconscious, Exhaustion, Paralyzed, Petrified
Senses Darkvision 120 ft., passive Perception 28
Languages —None
Challenge 40 (1,000,000 XP)

Unrelenting The Berserker Armor will not allow the host to die until every last drop of it's blood has been spilled. The Beast of Darkness cannot be incapacitated in any way. Additionally, when the Beast attacks, invulnerabilities are treated as resistances, resistances are nullified, neutral damage types take vulnerable damage, and vulnerabilities multiply damage dealt by 4.

Unbreakable The Beast of Darkness' armor cannot be destroyed or broken in any way. Additionally, if the bones of the host are broken, they will not be healed however they will twist back into shape.

Ludicrous Speed Due to the nature of the Berserker Armor, the Beast of Darkness is able to take two actions in a single turn and can get up from prone as a bonus action (Can use Dash action twice).

Violence Incarnate When the Beast of Darkness drops an enemy to 0 hit points it kills the target instantly in a bloody slaughter and sends a shiver down the spine of any onlookers, immediately making an intimidation roll towards any and all creatures that are in line of sight.

Uncanny Alertness The Beast of Darkness, cannot be surprised or stealth attacked in anyway and will detect enemies as soon as they are within 15 feet, creatures will always provoke opportunity attack even if they disengage. Additionally, any material projectiles launched at it will be grabbed out of the air and destroyed, unless prone.

Legendary Resistance (3/Day) If the Beast fails a saving throw, it can choose to succeed instead.


Dragonslayer Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 244 (36d12 + 10) slashing damage. Standard melee strike

Dashing Slash Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 270 (40d12 + 10) slashing damage. The Beast of Darkness dashes forward up to his movement, and delivers a devastating blow to his foe, consuming two actions.

Leaping Smash Melee Weapon Attack: +10 to hit, reach 25 ft., one target. Hit: 335 (50d12 + 10) slashing damage and an additional Hit: 166 (24d12 + 10) bludgeoning damage. The Beast of Darkness leaps high in the air with his sword and slams it onto his opponent, delivering an extra Hit: 42 (8d8 +10) bludgeoning damage to anyone else in a 10 ft. vicinity.


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

Grit Your Teeth (1/Day) Weapon Attack: reach 15 ft. arc, maximum of eight targets. Hit: 5275 (500d20 + 25) slashing damage. The Beast of Darkness stops momentarily and digs his foot into the ground and swings his Dragonslayer in a massive 15 ft. arc in front of him. Roll damage and start from the right going to the left expending the damage pool till every next target is killed outright, this attack amplifies the Beasts "Violence Incarnate" feature and will require a wisdom save of DC equal to 16 from any creature who is in line of sight to resist being frightened. Any target in the range must succeed on a DC 20 dexterity saving throw with disadvantage or be suspected to damage, on success taking no damage.

Do You Really Want To Die In A Place Like This (1/Day) If the Beast of Darkness' hit points reach 0 without exceeding 25 overkill damage, the Beast will push itself to the absolute limit and refuse death, and becomes enraged to the point where it can now take 6 actions on a single turn (can use Dash 6 times), any attack rolls score cricital hits from a roll of 18 or higher, and it gains 1000 temporary hit points. After 12 hours the Beast returns to 1 hit point and will regenerate 25 hit points per minute until full, then continue its demon slaughter.

Guts-berserker-armor berserk feature-1.jpg

On your journey through the Layers of the Abyss, you arrive at the 216th layer, from what you've heard it is a realm swarming with Demons in every crevice. However, these expectations are quickly dashed as you catch the overwhelming stench of demon blood. The entire land is stained with demonic blood, and the mountains and land are littered with the bodies of countless demons; the ominously red sky giving off a dim red light. As you journey through this eerie landscape you hear distant sounds of clashing steel, and not long after you see something you thought you never would. A Demon comes crawling from the shadows crying and begging for mercy with his lower half missing. His cries are quickly silenced as a figure leaps from the shadows and impales the Demon on an enormous blade. You have encountered the Beast of Darkness.

The Beast of Darkness is a large intimidating swordsman covered in a thick, jagged, pitch black armor with a wolf like helmet and a single red eye resembling lightning, wielding a massive blade that looks to have been designed to butcher a dragon.

The Beast moves erratically and unnaturally with devastating blows coming out in rapid succession, it will only perform its Legendary "Grit your Teeth" if there are three or more enemies in range of the attack.

It would be truly foolish to even consider fighting this Beast, instead a scholar with proficiency in Arcana, will recognize that the proper approach would be to attempt to astrally project yourself and make a DC 16 Persuasion check against the Beast. If the persuasion succeeds, the armor will peel itself off and reveal the Black Swordsman and he will fall unconscious and make death saving throws. When stabilized, he will have 5 levels of exhaustion. However, if the astral projection fails, one trying to calm the Beast down will take 19 (3d12) psychic damage and are tormented in the Beast's psyche for 3 turns, once the 3 turns are up the creature who astrally projected will have the frightened condition towards the Beast of Darkness, and will not be able to astrally project themselves towards him again. They can however astrally project another creature. Creature that failed saving throw will be frightened whenever near Beast for a length of time determined by the DM (usually at least 1 week), even when The Black Swordsman is released from the armor.

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