Tartarian (5e Creature)

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Tartarian[edit]

Huge fiend (titan), neutral evil


Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)

Saving Throws Str +17, Int +12, Wis +13, Cha +15
Skills Insight +13, Persuasion +15
Proficiency Bonus +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 16
Languages all
Challenge 23 (50,000 XP)


Innate Spellcasting. The tartarian's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: control flames, darkness, move earth
3/day each: bestow curse (9th-level), create undead (9th-level)
1/day each: dispel evil and good, earthquake, maddening darkness

Legendary Resistance (3/Day). If the tartarian fails a saving throw, it can choose to succeed instead.

Limited Magic Resistance. The tartarian has advantage on saving throws against spells and other magical effects, with the exception of cleric or paladin spells cast by a spellcaster of good alignment.

Magic Weapons. The tartarian's weapon attacks are magical.

ACTIONS

Scythe. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the tartarian's next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) acid, cold, fire, force, lightning, necrotic, or thunder damage (the tartarian's choice).


LEGENDARY ACTIONS

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

Attack. The tartarian makes one weapon attack.
Aura of Despair. Each hostile creature within 120 feet of the tartarian must make a DC 17 Wisdom saving throw or be frightened until the end of the tartarian's next turn. A creature frightened by this effect has disadvantage on ability checks and saving throws.
Great Cleave (Costs 2 Actions). The tartarian makes a scythe attack, and applies the results of its attack roll to all creatures of its choice within its reach. If this attack is a critical hit, the tartarian chooses one creature to critically hit; against all other targets, the attack is only a normal hit.

Tartarians are divine convicts, titans who were cast into the pits of Tartarus for their awful crimes against the gods. There they are imprisoned for all eternity, made to suffer perpetual pain in darkness. Though enormously powerful, most tartarians suffer from multiple insanities as a side effect of millennia of torture, so their minds are too fractured for them to use their powers strategically.
Very rarely, a tartarian might somehow escape from Hades and make its way to other realms to cause havoc. In the event that one does, the gods are sure to quickly take notice—and send their champions to put down the escapee, so its cursed spirit may return to Hades where it belongs.

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