Akuma no Taro (5e Creature)
Akuma no Taro[edit]
Huge fiend, lawful evil Armor Class 20 (natural armor)
Saving Throws Str +13, Con +12, Cha +7 Magic Weapons. The akuma no taro's weapon attacks are magical. Regeneration. The akuma no taro regains 10 hit points at the start of its turn if it has at least 1 hit point. ACTIONSMultiattack. The akuma no taro uses its Roar. It then makes three attacks: one with its scimitar, one with its morningstar and one with its kick. Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage. If the akuma no taro is raging, it deals an additional 7 (3d4) damage of a type it is immune to. Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the akuma no taro is raging, it deals an additional 7 (3d4) damage of a type it is immune to. Kick. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. If the akuma no taro is raging, it deals an additional 7 (3d4) damage of a type it is immune to. Roar. The akuma no taro emits a deafening roar audible out to 1 mile. Each creature within 60 feet of it that can hear must succeed on a DC 20 Constitution saving throw or be deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ghostfire Breath (Recharge 5-6). The akuma no taro exhales ghostfire in a 40-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 21 (6d6) damage of a type it is immune to on a failed save or half as much damage on a successful one. Ghostfire Fury. The akuma no taro flies into a wild rage for 1 minute. The akuma no taro chooses acid and lightning, cold and fire or necrotic and radiant. For the duration of its rage, the akuma no taro is immune to one of the damage types it chose and vulnerable to the other. At the start of each of its turns, the akuma no taro can choose a different pair. BONUS ACTIONSFlying Leap. The akuma no taro can fly up to 30 feet without provoking opportunity attacks. It must end this movement on the ground or another solid surface. If the akuma no taro hits with a melee weapon attack after using this movement, the target takes an additional 9 (2d8) damage and must succeed on a DC 21 Strength saving throw or be knocked prone.
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Akuma no taro, or tiger demons, are brutal leaders who wield various weapons such as massive morningstars and bloodthirsty swords. They are massive four-armed fiends that even other fiends are terrified of. Thankfully they are uncommon but when seen they are always at the head of a massive horde of monsters. Akuma no taro have the head of a flayed tiger with great water buffalo horns or reindeer antlers. They stand several heads taller than an ogre and their skin is generally crimson red or dark orange with bright white or black stripes in a similar pattern to a tiger. |
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