Medium unknown (Dwarf)
Armor Class 24 Magic Plate
Hit Points 329 (30d20)
Speed
STR
24 (+7)
DEX
22 (+6)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +12, INT +9, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Blinded, Deafened, Frightened, Restrained
Senses Truesight 30 ft, Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Damage Absorbtion. A green emerald imbedded into his armor absorbs the same amount of damage dealt to Darkhammer, before his resistances.

Abyssal Armor. With a command word, Darkhammers armor turns into a dark grey, with a smoky pattern forged into the metal that seems to shift on its own. This armor is immune to Armor Piercing attacks.

Helm of Truesight. Darkhammer's Helm allows him Truesight up to 30ft.

Spellcasting. Its spellcasting ability is [Charisma] (spell save DC 24, +8 to hit with spell attacks). Baratheon Darkhammer has following [Paladin] spells prepared:
Cantrips (at will): [spell name], [spell name] 
All Levels (16 slots): [Divine Favor](2d6 extra damage), [Banishing Smite], [Spirit Shroud], [Destructive Wave], [Divine Smite]

Actions

Multi-Attack. Darkhammer makes three attacks with his blade, or a blade attack and Hammer Throw.

Skillful Strike. Melee Weapon Attack: +8 to hit, reach # ft., # target. Hit: # (2d10 + 8) [Slashing] damage. (1d10) [Lightning] damage

Hammer Throw. RangedWeapon Attack: +8 to hit, range 30/60 ft., # target. Hit: # (4d10 + 8) [Force] damage. (2d10 + 4) [Lightning] damage.

Bonus Actions

Vow of Enmity. As a bonus action, you can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.

Reactions

Parry. Raises Darkhammers AC by 4.

Counter Strike. After a successful Parry, Darkhammer does a Skillful Strike.

Disarm. After a successful Parry, Disarms his opponent, causing them to drop the weapon they attacked him with.

Legendary Actions

Legendary Resistance. 2/day.

Every Transgression, Paid Back A 1000 Fold (Costs # Actions). The emerald embedded in Darkhammers armor unleashes a beam of vibrant green energy with a range of 160ft and a width of 10ft. Creatures caught in the blast must make a Dex saving throw DC 22. On a failed save, Creatures take all of the damage that the emerald has absorbed since the last time it was discharged as Radiant damage. On a successful save, the creature take half damage.

Darkhammer Slam. The damage from the emerald can be channeled into a devestating strike that slams the ground, causing a dome of Radiant Energy to expand outward with a radius of 60ft from where the hammer was slammed. Refer to Every Transgression for damage and Saves.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Xtroduce

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