Taranokk (5e Creature)

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Taranokk[edit]

Tiny aberration (great old one), chaotic evil


Armor Class 23 (natural armor)
Hit Points 379 (33d4 + 297)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 28 (+9) 30 (+10) 27 (+8) 29 (+9)

Saving Throws Con +15, Int +16, Cha +15
Skills Arcana +16, Deception +15, Perception +14, Persuasion +15
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, deafened, charmed, exhaustion, paralyzed, petrified, poisoned, prone
Senses truesight 240 ft., passive Perception 24
Languages understands all languages but can't speak, telepathy 120 ft.
Challenge 19 (22,000 XP)


Immutable Form. Taranokk is immune to any spell or effect that would alter its form.

Psychic Absorption. Whenever Taranokk is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

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

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

At will: detect magic, silent image, speak with dead
3/day each: blight, counterspell, dispel magic, dream, scrying
1/day each: confusion, conjure elemental, flesh to stone, foresight, plane shift, power word stun

Shatter. When Taranokk is killed, it shatters, creating four minions of Taranokk.

Magic Resistance. Taranokk has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Taranokk makes two attacks with its Reflect Light.

Reflect Light. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 27 (4d8 + 9) radiant damage if Taranokk is in sunlight or 27 (4d8 + 9) necrotic damage if it is not.

Embed. Taranokk chooses one willing or incapacitated creature and embeds itself in one of the creature's eyes. Until Taranokk is removed or destroyed, that creature is charmed by it and must follow all of its telepathic commands (aberrations and creatures who don't know any languages are immune to this effect).


LEGENDARY ACTIONS

Taranokk 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. Taranokk regains spent legendary actions at the start of its turn.

Cantrip Taranokk casts a spell that it can cast at will.
Spell (Costs 2 Actions). Taranokk casts any spell, expending a use as normal.
Assert Dominance (Costs 3 Actions). Taranokk asserts its dominance in a 40-foot radius sphere. Each creature inside the area must succeed on a DC 22 Charisma saving throw against this magic or be charmed or frightened (Taranokk's choice). An affected creature must repeat the saving throw at the end of each of its turns, becoming restrained until the end of its next turn on a failure or ending the effect on itself on a success. The effect ends early if Taranokk uses this legendary action again, falls unconscious, or dies.

A few of the creatures from the Far Realm are known, such as Azathoth, Yog-Sothoth and Cthulhu, but there are many more who have never before been known to the inhabitants of the other planes. Taranokk is one of these creatures, an elder evil. Appearing as a floating ruby, it is thought to be actual flesh and blood, hence being an aberration. Taranokk has an alliance with Xalthon, strange since both are very evil.

Bizarre Tactics. Outside of combat, Taranokk casts dream and scrying to stake out targets. After using up those spells, it will cast foresight and begin to rest. Its goal in these spells is to get the strongest possible host for its Embed ability, or to help Xalthon with its goals if both are on the same plane. In combat it uses its illusions to take advantage of its enemies, makes them fight each other with manipulation spells, or directly attacks them with blight, flesh to stone and power word stun if it doesn't know enough about them. Once it runs out of spells it uses its Reflect Light for the remainder of combat. If it has time before combat it will prepare with foresight, conjure elemental or armor of agathys. As a last resort it can cast plane shift, otherwise it will usually save it.

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