World of Farland
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The World of Farland

A D&D Setting Conquered by Evil

Darmon Stuart

Darmon

(circa A Deal With a God)

Standing 6'5" and weighing nearly 240 pounds, Darmon Stuart is an imposing site. This impression is further enhanced by the Creagish tattoos that mark his face, the relatively light battle-scarred armor he chooses to wear into even the most heavy battles, and by the heavy Claidheamh-mor he wears on his back. Indeed, this blade is quite notable: nearly six feet long and expertly forged, when wielded by the massive highlander, it seems to dance and weave as if it possesses a mind of its own. It is named "Dragon Slayer," or "Slayer," and it speaks telepathically to Darmon, offering him the collected wisdom of souls of the many slain foes it stores inside its blade.

But beyond his accoutrements, beyond his craggy visage, Darmon has the past to match the imposing impression he makes, for his feats have become the stuff of legend, and his fame has spread across the continent. Defending his people, the young, noble Creag managed to slay the marauding dragon Gark'Aahs, and though some called it luck, the truth is that Darmon made his own luck, drawing on the stories and knowledge of his people to trick the dragon into immolating itself from the inside out. And though Darmon at first sometimes doubted that he had even performed this deed of legend-- though he never admitted doubting it to his fellows-- he quickly proved himself to be a warrior of note, and he showed the world that he was indeed a hero.

He travelled to the Fortress City of Sum to enlist with the forces of the Kingdom of Farland against the dark folk of the Wintervale. And though he sought merely to test his sword arm in battle, he quickly learned that such a simple fate was not to be his. Darmon was captured by Drow but managed to ally himself with the hideous Yuan-ti to escape. But wherever he traveled, he was dogged by the god Tanarus, who slew anyone to whom he became close. Tanarus never let Darmon rest. Now, the experienced Darmon heads back to his homeland, but will Tanarus leave him in peace?

Darmon Stuart

Medium humanoid (human), neutral good



Armor Class   17 (half plate)
Hit Points   150 (20d8+60)
Speed   30 ft.



STR  18 (+4)   DEX  15 (+2)   CON  17 (+3)   INT  12 (+1)   WIS  12 (+1)   CHR  13 (+1)



Saving Throws Str +8, Con +7
Skills   Athletics +8, History +5, Intimidation +5
Senses   passive Perception 11
Languages   Kingdom Common
Challenge   10 (5,900 XP)



Indomitable (2/day). Darmon rerolls a failed save.

Improved Critical. Darmon scores a critical hit on a roll of 19 or 20 when attacking with Slayer.

Insight (3/day). If Darmon is wielding his magical sword Slayer, as a bonus action, he can use it to gain insight into his foes. He gains advantage on his next attack roll made with Slayer.

Regeneration. Darmon regains 10 hit points at the start of his turn. If he takes acid or fire damage, this trait doesn’t function at the start of his next turn.

Immortal. Darmon doesn't die from natural aging or from dropping to 0 hit points. Darmon only dies if his body is totally destroyed, such as by fire or acid.

Actions



Multiattack. Darmon makes three melee attacks or two ranged attacks.

Greatsword "Slayer" or "The Lady." Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6+6) slashing damage.

Hand Axe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or 20/60 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.

Legendary Actions



Darmon can take three 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. Darmon regains spent legendary actions at the start of his turn.

Melee or Ranged attack (costs two actions). Darmon makes one attack with his greatsword or hand axe.

Footwork. Darmon engages a foe with distracting swordsmanship. He targets one enemy he can see within 10 feet of him. If the target can see and hear Darmon, the target must succeed on a DC 16 Wisdom saving throw or suffer disadvantage on its next attack roll.

Trip. Darmon attempts to throw a foe to the ground. An enemy he can see that is adjacent to him must succeed at a DC 16 Strength saving throw or fall prone.

Possessions. Claidheamh-mor called "Dragon Slayer" or "The Lady," half plate, 6 hand axes, kilt, bagpipes, tooth of the dragon Gark'Aahs