Akuma no Taro (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Akuma no Taro[edit]

Huge fiend, lawful evil


Armor Class 20 (natural armor)
Hit Points 229 (17d12 + 119)
Speed 50 ft.


STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 24 (+7) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +13, Con +12, Cha +7
Skills Intimidation +12, Perception +7
Proficiency Bonus +5
Damage Vulnerabilities see Ghostfire Fury below
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison; see Ghostfire Fury below
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Giant, Infernal
Challenge 13 (10,000 XP)


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.

ACTIONS

Multiattack. 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.
While it is raging, a creature that touches the akuma no taro or hits it with a melee attack while within 5 feet of it takes 5 (1d10) damage of a type it is immune to. Additionally, the akuma no taro deals an additional 7 (3d4) damage of a type it is immune to when it hits with a melee weapon attack.

BONUS ACTIONS

Flying 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.


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.
When they roar it can be heard across the heavens and frightens the strongest and bravest of samurai who defend their castles and walls. They can easily leap over great mountain walls or castle defenses with ease, quickly slaughtering the defenders at a gate and opening it without problems.
Though mighty and terrifying they basically just came from their lesser brethren and evolved into powerful forms, they are still some of the lowest level akuma demons there are. They are seen as brutal sergeants and given open respect but rarely invited into the grand temples of the great asura lords. In strange ways, at times the akuma no taro hate themselves and despair but they keep this silent and their underlings never compare them to greater rakshasas and other entities.

5.00
(one vote)

Back to Main Page5e HomebrewCreatures