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.
Taragorn is the demon prince of lycanthropes and the ruler of The Rimemire, the 19th layer of the abyss. Like Yeenaghou, he encourages his followers to succumb to hunger and rage and to lay waste to those less powerful than him. Taragorn is not as intelligent or charismatic as more well known daemon lords, such as Pazuzu or Demogorgon. He is still more accomplished and learned than most humanoids, making him deceptively persuasive and tactical to his enemies. Taragorn will view even a high level party as merely food for him and his followers. If the players catch his eye, he will attempt to pray on the lowest Wisdom member of the team, offering them supernatural strength. If the gift is accepted, the player will become cursed, to slowly transform into a mindless, endlessly hungering monster. If the party are captured in The Rimemire, he will offer them their freedom, if they can evade re-capture, while he hunts them across the tundra. Of course, Taragorn is as noble as he is polite, and will inevitably attempt to cheat and will be intelligent enough to have precautions preventing the party from planeshifting. Taragorn is allied with the demon prince Baphomet and is an enemy of the demon prince Kostchtchie. His forces will battle with Kostchtchie's over the 70th layer, the Ice Floe.