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Direnaut

Challenge
Tags
Terrain
str
23
dex
13
con
24
int
8
wis
13
cha
8

AC 16 (fixed armor) 

HP 187 (15d10 + 105; bloodied 93)

Speed 40 ft., climb 40 ft.


Proficiency +4; Maneuver DC 18

Saving Throws Str +10, Con +11

Skills Athletics +10 (+1d12)

Damage Vulnerabilities psychic

Damage Resistances cold, fire

Damage Immunities psychic (while helmeted)

Condition Immunities encumbered , fatigue , paralyzed , petrified , strife , stunned ; charmed , frightened (while helmeted)

Senses passive Perception 6

Languages Common


Ageless. The Direnaut does not age, cannot suffer from frailty of old age, die from old age, or be aged magically.

Fixed Helmet. The Direnaut gains immunity to psychic damage, the charmed condition, and the frightened condition while wearing its helmet. Ability checks and saving throws made to remove the Direnaut’s helmet have disadvantage .

Innate Spellcasting. The Direnaut’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:

   At will: antilife shell , resilient sphere

Magic Resistance. The Direnaut has advantage on saving throws against spells and magical effects.

Mutated Toughness. The Direnaut reduces any nonpsychic damage it takes by 12 (minimum 0 damage) after calculating resistances.

Obscuring Visor. The Direnaut has disadvantage on Perception checks while helmeted.


ACTIONS

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Dire Charge (Recharge 4–5). The Direnaut moves in a straight line up to its Speed. This movement can be through the spaces of hostile creatures and does not provoke opportunity attacks. Each creature of Huge-size or smaller in the Direnaut’s path must make a DC 15 Dexterity saving throw , taking 21 (6d6) bludgeoning damage on a failure, or half damage on a success. On a failure by 5 or more a creature is knocked prone , or on a failure by 10 or more it is knocked prone and stunned until the start of the Direnaut’s next turn.


REACTIONS

Basic Maneuver. The Direnaut makes a Grapple, Knockdown, or Shove basic maneuver (dealing 7 bludgeoning basic melee damage).

Description

For all her own skill at remaining unseen, there is little to be done for hiding the Everficer’s towering minion. Blood weeps from the seams of the armor covering every inch of the Direnaut’s hulking body, and were all that not enough to inspire fear, its imposing helmet denies anyone from seeing its face—and the horror of what could be waiting behind that metal is more than enough to scare common folk. It’s typical to find the Direnaut waiting for its mistress near a settlement or in a remote patch of wilderness, dragging a mobile laboratory for the Everficer.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.