Tanarukk Warchief (5e Creature)
Tanarukk Warchief
Medium fiend (demon, orc), chaotic evil Armor Class 15 (natural armor)
Skills Athletics +8, Intimidation +3, Perception +3, Religion +3, Survival +3 Aggressive. As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. Brave. The tanarukk has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the ranarukk hits with it. Keen Senses. The tanarukk has advantage on Wisdom (Perception) checks that rely on sight or smell. Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The tanarukk makes three weapon attacks, at least one of which must be a bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the tanarukk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the tanarukk. A creature can benefit from only one Leadership die at a time. This effect ends if the tanarukk is incapacitated. REACTIONSParry. The tanarukk adds 3 to its AC against one melee attack that would hit it. To do so, the tanarukk must see the attacker and be wielding a melee weapon. Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. |
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- Volo's Guide to Monsters pp.186