Dark Dinolfos (5e Creature)
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Medium humanoid (lizalfos), neutral evil
Saving Throws Dex +7, Wis +5
Brute. A melee weapon deals one extra die of its damage when the dinolfos hits with it (included in the attack).
Hold Breath. The dinolfos can hold its breath for 30 minutes.
Standing Leap. The dinolfos' long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The dinolfos makes one attack with its gauntlet, and any two weapon attacks.
Gauntlet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used in two hands.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 12 (2d6 + 5) piercing damage if used to make a melee attack.
Necrotic Breath (Recharge 5-6). The dinolfos exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Any creature that fails this save is incapacitated until the end of its next turn.
Parry. The dinolfos adds 4 to its AC against one melee attack that would hit it. To do so, the dinolfos must see the attacker and be wielding a melee weapon.
The grayish black tint to this dinolfos’ scales give a hint of the dark magic that transformed it from the more common form of its race. These beasts have been tainted by evil magic, either by the influence of Ganon or some other malicious force. What little shred of humanity they had has been diminished even further. They’ve become even more brutal, and their breath weapon even more deadly. They are most often found in areas where dark magic has permeated the environment for many years.
- Lizalfos, the race to which this creature belongs
- Dinolfos, the subrace of this creature; a version of dinolfos not enhanced by dark magic