Taranokk (5e Creature)

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Taranokk[edit]

tiny aberration (great old one), chaotic evil


Armor Class 23 (natural armor)
Hit Points 314 (33d4+231)
Speed 0 ft., fly 40 ft.(hover)


STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 28 (+9) 30 (+10) 27 (+8) 29 (+9)

Saving Throws Con+15, Int+16, Cha+15
Skills Arcana+14, Deception+14, Perception+12 Persuasion+14
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, deafened, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses passive Perception 22, truesight 240 feet
Languages telepathy 180 feet, knows all languages but can't speak
Challenge 19 (22,000 XP)


Immutable Form. Taranokk is immune to any spell or effect that would alter its form.

Psychic Absorption. Whenever Taranokk is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

Legendary Resistance (4/day). If Taranokk fails a saving throw, it can choose to succeed instead.

Focused Power. Taranokk can cast spells without providing components.

Spellcasting. Taranokk is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Taranokk knows the following Warlock Spells:

Cantrips (at will): chill touch, friends, poison spray, prestidigitation

1st level: armor of agathys, hellish rebuke, hex, protection from evil and good

2nd level: darkness, crown of madness

3rd level: counterspell, dispel magic, hypnotic pattern, major image

4th level: blight

5th level (4 slots): dream, hold monster, scrying

Innate Spellcasting. Taranokk's innate spellcasting ability is Charisma (spell save DC 23). Taranokk can innately cast the following spells, requiring no material components: at will: detect magic, silent image, speak with dead 1/day each: confusion (costs spell slot), conjure elemental (costs spell slot), flesh to stone, foresight, plane shift, power word stun

Shatter. When Taranokk is killed, it shatters, making four Minions of Taranokk (which don't currently exist).

Magic Resistance. Taranokk has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Taranokk makes two attacks with its reflect light.

Embed. Taranokk chooses one willing or incapacitated creature and embeds itself in an eye of that creature. Until it is removed or destroyed, that creature is charmed by it and must follow all of its telepathic commands (aberrations and creatures who don't know any languages are immune to this effect).

Reflect Light. Ranged Attack: +14 to hit, reach 60 ft., one target. Hit: 27 (4d8+9) radiant damage if Taranokk is in sunlight or 27 (4d8+9) necrotic damage if it is not.

LEGENDARY ACTIONS

The Taranokk 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 Taranokk regains spent legendary actions at the start of its turn.

Cantrip Taranokk casts a cantrip
Spell (Costs 2 Actions). Taranokk casts any spell it can cast. Assert Dominance (Costs 3 Actions). Taranokk asserts its dominance in a 40 foot radius sphere. All creatures inside the area must make a DC 22 Charisma saving throw; on a failed save a creature is charmed or frightened (Taranokk's choice). Every creature that failed their save must repeat it at the start of their next turn, on a success they are no longer charmed, on a failure they become restrained. If Taranokk uses this legendary action again or falls unconscious, all creatures that are restrained, charmed and/or frightened no longer have those conditions.

A few of the creatures from the Far Realm are known, such as Azathoth, Yog-Sothoth and Cthulhu, but there are many more who have never before been known to the inhabitants of the Wheel. Taranokk is one of these creatures, an elder evil. Appearing as a floating ruby, it is thought to be actual flesh and blood, hence being an aberration. Taranokk has an alliance with Xalthon, strange since both are very evil.

Bizarre Tactics

Outside of combat Taranokk uses its spell slots to cast scrying and dream, to stake out targets. After using up its spell slots in this way, it will cast Foresight and begin to rest. Its goal in these spells is to get the strongest possible host for its embed ability, or to help Xalthon with its goals if both have gotten to the Great Wheel. In combat it uses its illusions to take advantage of its enemies, makes them fight each other with manipulation spells, or directly attacks them with blight, flesh to stone and power word stun if it doesn't know enough about them. Once it runs out of spells it uses its reflect light for the remainder of combat. If it has time before combat it will gear up with foresight, conjure elemental and armor of agathys. As a last resort it can cast plane shift, otherwise it will usually save it.



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