Taragorn (5e Creature)
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Large fiend (Demon), chaotic evil
Saving Throws Str +15, Dex +17, Con +15, Wis +14
Magical Attacks. Taragorn's attacks are magical for the purpose of overcoming resistance and immunity
Shapechanger. Taragorn can use its action to polymorph into a white wolf-humanoid hybrid or into a winter wolf. Any equipment it is wearing or carrying isn't transformed.
Pounce. If Taragorn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn , that target must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is prone, Taragorn can make one bite attack against it as a bonus action.
Blood Frenzy.The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Regeneration.Taragorn regains 30 hit points at the start of his turn if he has at least 1 hit point left. If Taragorn takes damage from a silvered weapon this trait doesn't function at the start of Taragorn's next turn.
Keen Hearing and Smell. Taragorn has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day).If Taragorn fails a saving throw, he can choose to succeed instead.
Magic Resistance Taragorn has advantage on saving throws against spells and other magical effects.
Pack Tactics. Taragorn has advantage on an attack roll against a creature if at least one of Taragorn's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. Taragorn has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Multiattack. Taragorn can use his frightful presence. He then makes three attacks: One with his bite and then two with his claws
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21(4d6+8) Piercing plus 9(2d8) Cold damage.
Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28(4d10+8) Slashing plus 9(2d8) Cold damage.
Frightful Presence Each creature of Taragorn's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Taragorn's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). Taragorn exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.