Tarkus (JJBA Supplement)
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Large undead, lawful neutral
Saving Throws Str +7, Dex +5, Con +6
Undead Fortitude. If damage reduces Tarkus to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.
Regeneration. Tarkus regains 13 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. He may spend 1 spirit point when this happens to double the hit points regained. If the zombie takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If it would be killed, it must spend 2 spirit points and become incapacitated until the end of his next turn.
Sunlight Hypersensitivity. Tarkus takes 7 (2d6) radiant damage at the beginning of each turn he starts his turn in sunlight, or when it enters direct sunlight.
Multiattack. Tarkus makes two attacks with his Claws.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 4) slashing damage and the zombie regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under their control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.
Grandsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 4) slashing damage.
Chain Neck Deathmatch. One creature within 30 ft. must succeed a DC 15 Dexterity saving throw or be trapped by a steel chain clasped around their neck strung by a sturdy piece of the environment around them. At the beginning of each of their turns, they must contest Strength saving throws. If Tarkus succeeds, a "chain counter" increases by 1. If the target succeeds, it decreases by 1. This counter starts at 0. If the "chain counter" reaches 5, the creature begins to suffocate, replacing minutes with rounds. If the "chain counter" reaches -5, Tarkus begins to suffocate in the same manner. Either creature can initiate one of these contests as an action. If the "chain counter" reaches 8 or -8, the respective creature becomes restrained. The "chain counter" automatically increases by 1 at the end of each turn the target spends outside of a 10 ft. radius of where this effect began, and decreases by 1 at the end of every round Tarkus does so. A creature may attempt a DC 20 Strength saving throw as an action, ending this effect as a success, otherwise this lasts until Tarkus or the creature falls to 0 hit points.
Once a loyal knight of Mary Stuart in 1565, he once offered his life in exchange for her's, but was betrayed moments before his execution. He is an avatar of the brutality, sadism, danger, and loyalty expected from all in Dio Brando's undead horde. Even in life, he was know for having slain numerous skilled knights and purportedly blocked the first handful of strikes of his executioner's axe with his the strength of his neck. These strengths only became greater after his rebirth as a zombie.