Tarkus (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow (Anime Supplement) class and Knight (5e Background) background, and as such does not follow traditional CR.

Tarkus[edit]

Large undead, neutral evil


Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 8 (-1)

Saving Throws Str +4, Dex -6, Con +7
Skills Athletics +9, History +6, Insight +4, Intimidation +3, Perception +4, Persuasion +3, Stealth -6
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses darkvision 60 ft., passive Perception 14
Languages English
Challenge 10 (5,900 XP)


Plate Armor. Tarkus has a damage threshold of 15 and has disadvantage on Stealth checks.

Spirit Points. Tarkus has 10 spirit points which he may expend. All spirit points are regained at the end of a long rest.

Armored Titan. While Tarkus has at least 1 spirit point, his size increases by 1 category to a minimum of Large, and he gains a +2 bonus to his AC (16 total) and damage threshold (17 total).

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, Tarkus drops to 1 hit point instead.

Weakness to Radiance. Any time Tarkus takes radiant damage, he takes an additional 7 (2d6) radiant damage.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Tarkus's head or greater is in direct sunlight, he takes 9 (2d6 + 2) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Tarkus may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Tarkus does not age or need to sleep, and he counts as one size larger for the sake of how much you can push, pull, or lift.

Flesh Detection. If there is only one creature in a 15 foot radius of Tarkus, he automatically learns their alignment, even if he isn't aware of their presence, so long as they produce a scent.

Brainstorm. When Tarkus is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Brawn. When Tarkus is targeted by an area effect that lets him make a Strength saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

ACTIONS

Multiattack. Tarkus makes two Longsword or Zombie Claws attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage while being wielded in one hand, 16 (2d10 + 5) slashing damage while being wielded in two hands. This action can only be done while Tarkus is Large.

Zombie Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Extend Claws (1 Spirit Point). As a bonus action, the reach of Tarkus' Zombie Claws increases by 5 feet for 1 minute.

Zombie Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 5 bludgeoning damage at the end of each of Tarkus' turns.

Blood Drain (1 Spirit Point). As a bonus action, Tarkus gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he deals unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When he reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Tarkus.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Tarkus' reach that is not an elemental, construct, or undead is killed instantly and he regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling his daily requirement of food and water.

Chain Neck Deathmatch (1 Spirit Point). One creature within 30 ft. of Tarkus must succeed a DC 14 Strength or Dexterity saving throw 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, Tarkus and the target must contest Strength saving throws. If he 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 target begins to suffocate. 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 and takes bludgeoning damage equal to the unaffected creature's Strength score + their proficiency bonus. 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 he 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.


KnightsJoJo.png
The monstrous Tarkus and his blade brother Bruford facing down Jonathan Joestar, [Source]

Once one of only five knights to survive the Trial of 77 Rings and a loyal knight of Mary Stuart in 1565, Tarkus once offered his life in exchange for hers, 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 the strength of his neck alone. These strengths only became greater after his rebirth as a zombie.


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