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


STR DEX CON INT WIS CHA
30 (+13) 30 (+10) 30 (+10) 12 (+1) 21 (+5) 6 (-2)

Saving Throws Strength +15, Constitution +20
Skills Acrobatics + 16, Athletics + 18, 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 anyway. Additionally, when the Beast attacks, invulnerabilities become resistances, resistances are nullified, neutral damage types take vulnerable damage, and vulnerabilities multiply damage by 4.

Unbreakable The Beast of Darkness' armor cannot be destroyed or broken in anyway. 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 on a single turn and can get up from prone as a preemptive bonus action (Can use speed or dash 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 have line of sight.

ACTIONS

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: 337 (50d12 + 12) 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.

REACTIONS

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 ACTIONS

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

Grit Your Teeth (1/Day) Melee Weapon Attack: +16 to hit, reach 15/50 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 15/50 ft. arc infront of him. Roll damage and start from the right going to the left expend the damage pool, this attack amplifies the Beasts "Violence Incarnate" feature and will require a wisdom save of 16 to any creature who has line of sight or be frightened. Any targets in the range must succeed on a dexterity saving throw against 20 with disadvantage or be killed, on succeed take no damage. This attack will consume a turn no matter what.

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, at which point it is enraged to the point where it can now take 6 actions on a single turn (can use speed or dash 6 times), any rolls (even unnatural ones) from 18+ will count as critical, and he 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 his 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 crevace. 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 their 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 your self 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, they 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, but even when The Black Swordsman is released from the armor, they will still be frightened whenever near him for a length of time determined by the DM (usually at least 1 week).




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