Dark Hide (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Dark Hide[edit]

Gargantuan fiend (heartless), chaotic evil


Armor Class 24 (natural armor)
Hit Points 820 (40d20 + 400)
Speed 120 ft., climb 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 24 (+7) 26 (+8) 30 (+10)

Saving Throws Str +21, Dex +21, Con +21, Int +18, Wis +19, Cha +21
Skills Acrobatics +32, Athletics +32, Deception +21, Insight +19, Intimidation +32, Perception +30, Stealth +32, Survival +19
Proficiency Bonus +11
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft., darkvision 120 ft., truesight 120 ft., passive Perception 40
Languages Abyssal
Challenge 35 (260,000 XP)


Hunter of the Dark. Magical darkness doesn't impede the dark hide's darkvision. Additionally, while in darkness, the dark hide is invisible to creatures that rely on darkvision to see it.

Keen Senses. The dark hide has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Legendary Resistance (5/Day). If the dark hide fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The dark hide can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Overwhelming Power. The dark hide's attacks ignore damage resistances and immunities.

Siege Monster. The dark hide deals double damage to objects and structures.

ACTIONS

Multiattack. The dark hide can use its Frightful Presence. It then makes four attacks: one with either its special attack or its bite and three with its claw.

Bite. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 42 (5d12 + 10) piercing damage and 26 (4d12) necrotic damage.

Claw. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) slashing damage and 22 (5d10) necrotic damage.

Frightful Presence. Each creature of the dark hide's choice that is within 120 feet of the dark hide and aware of it must succeed on a DC 28 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dark hide's Frightful Presence for the next 24 hours.

Special Attack (Recharge 5-6). The dark hide uses one of the following special attacks:

Shadow Bomb. The dark hide spits out a ball of dark energy at a point it can see within 120 feet of it. Each creature in a 30-foot radius sphere centred on that point must make a DC 28 Dexterity saving throw. On a failed save, the creature takes 156 (24d12) necrotic damage and becomes stunned until the end of their next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Buzz Saw. The dark hide spins and strikes each creature within 30 feet of it. Each creature within that area must make a DC 28 Strength saving throw. On a failed save, the creature takes 154 (28d10) necrotic damage and is pushed 60 feet away from the dark hide. On a successful save, the creature takes half as much damage and isn't pushed.

Illusion Slash. The dark hide creates up to three illusionary copies of itself. Each copy appears within 10 feet of a creature that the dark hide can see and then makes one claw attack against that creature. The copies then vanish.

BONUS ACTIONS

Cunning Action. The dark hide takes the Dash, Disengage, or Hide action.

LEGENDARY ACTIONS

The dark hide can take 5 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 dark hide regains spent legendary actions at the start of its turn.

Attack. The dark hide makes one bite attack.
Move. The dark hide moves up to its speed without provoking opportunity attacks.
Darkness. (2 actions) The dark hide creates a 120-foot radius sphere of magical darkness, centered on itself. For the purpose of dispelling it, this counts as a 9th-level spell.
Special Attack (Costs 3 Actions). The dark hide recharges and uses its Special Attack.

525px-Dark_Hide_KHBBSFM.png
Dark Hide from KH3, art from KH Wiki, https://www.khwiki.com/Dark_Hide
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