Tanarukk Warlord (5e Creature)

Tanarukk Warlord

Medium fiend (demon, orc), chaotic evil


Armor Class 16 (natural armor)
Hit Points 207 (18d8 + 126)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 24 (+7) 13 (+1) 13 (+1) 13 (+1)

Saving Throws Wisdom +5
Skills Athletics +10, Intimidation +5, Perception +5, Religion +5, Survival +5
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Draconic, Giant, Orc
Challenge 14 (11,500 XP)


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 tanarukk hits with it.

Indomitable (3/Day). The tanarukk can reroll a saving throw it fails. It must use the new roll.

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.

ACTIONS

Multiattack. The tanarukk makes four weapon attacks, at least one of which must be a bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) 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.

REACTIONS

Parry. The tanarukk adds 4 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.

LEGENDARY ACTIONS

The tanarukk can take 3 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. The tanarukk regains spent legendary actions at the start of its turn.

Attack. The tanarukk makes a weapon attack.
Command Ally. The tanarukk targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the tanarukk, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The tanarukk targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a Wisdom saving throw with a DC equal to 8 + the great master's Charisma modifier + the great master's proficiency bonus or be frightened until the end of the great master's next turn.

A tanarukk warchief with the Great Master template applied to it.


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