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The Creature Collector, with DM Jared

DIZANTAR An 8' tall humanoid stands before you, wearing perfectly fitted plate armor that is covered in blades and spikes. The armor covers its entire body, leaving nothing exposed. Even the eye slits reveal nothing; only an unnerving darkness lay behind them. The creature wears 3-fingered gauntlets, and is holding an exquisitely polished halberd, with an ornate head and metal haft.

Dizantar are a race of evil hunters, whose sole reason for existence is hunting down and killing the Arcane. They carry out this task with confidence, and nothing can sway them from it. They will kill any Arcane they encounter, but, while cold and ruthless, they are not unintelligent. In spite of their appearance, they are just as likely to use stealth and subterfuge as they are brute force when achieving their target's demise. Additionally, these hunters are difficult to fool. They are perceptive and intuitive, and can see through visual illusions of all types, including invisibility. These abilities, coupled with their seeking line and spellcasting, make escaping from them very difficult indeed.

Dizantar are tenacious combatants. They handle their halberd skillfully, and will strike out at any opponents that try to close with them. If unable to use their halberd for some reason, they will use their fists instead; encased in bladed gauntlets, these are nearly as deadly as the polearms they carry.

They rarely speak, but when they do, they speak the common tongue in soft, papery whispers.

Lone Hunters Dizantar always hunt alone, and do not care about any collateral damage that may occur as a result of their actions. They deal with other creatures only if they must. When creatures weaker than themselves have something they require, they just take what they need and move on towards their goal. They will occasionally ally themselves with stronger creatures, but they do not like to do so, and will only maintain the alliance for as long as it serves their purposes.

Mysterious and Magical

The plate armor Dizantar wear fits them like a second skin, allowing them to move with more agility than heavy armor would normally allow. When making stealth checks, they do not roll with disadvantage. Additionally, their armor is enhanced to protect them against weapon attacks, and their halberd is imbued with magic that allows them to track their prey over incredible distances.

A detect magic spell cast on a live Dizantar reveals both armor and halberd to be magical, with abjuration and divination schools of magic, respectively. A slain Dizantar's equipment has no magical aura. Upon death, a Dizantar's armor crumbles to dust, revealing only black ash inside, furthering the mystery surrounding the origin and nature of these creatures.

DIZANTAR Large Monstrosity, Lawful Evil Armor Class: 18 (plate) Hit Points: 61 (8d10 + 16) Speed: 30 ft ​ STR 18 (+4) DEX 14 (+2) CON14 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Intuition +5, Perception +5 Senses true sight 120 ft., passive Perception 15 Languages Common Challenge CR 4 (1100 XP) Magic Weapons The Dizantar's weapon attacks are magical. Bladed Armor Ropes and other such bindings cast around a Dizantar take 1d6 points of slashing damage each round. Any creature grappling with the Dizantar also takes this damage each round. Polearm Mastery Creatures provoke an opportunity attack from the Dizantar when they enter the reach the Dizantar has with its halberd (10'). Additionally, this mastery allows the Dizantar to use the blunt end of the halberd to deal extra damage during one of its attacks each round (see details in the Bonus Actions section). Innate Spellcasting The Dizantar can innately cast the following spell 3/day: dimension door

ACTIONS Multiattack The Dizantar makes two attacks with its halberd, or two attacks with its fists. Halberd, melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Bladed Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Seeking Line The Dizantar uses its halberd to cast a glowing line, as a ranged attack (+6 to hit, range 60 ft., one target). The line causes no damage. If the attack is successful, a magical line is fixed to the target. The line fades from view after one round, but a detect magic spell will reveal it is still in place (school of divination). The Dizantar can always see the line, and can use it to follow the target anywhere, as long as both the Dizantar and target remain on the same plane of existence.

The line is severed by any form of interplanar travel. It can otherwise only be removed by a wish spell or similarly powerful magic. BONUS ACTIONS Halberd, melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 6 (1d4 + 4) bludgeoning damage. The Dizantar can only use this bonus action if it uses its action to attack with its halberd. Until next time, be well and game on!

All images are Copyright 1990 TSR (now owned by Wizards of the Coast).

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