Tarro, the Ultimate Being (5e Creature)

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Tarro, the Ultimate Being[edit]

Small humanoid, neutral good


Armor Class 17 (natural armor)
Hit Points 130 (14d10 + 56)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 24 (+7) 21 (+5) 17 (+3)

Saving Throws Intelligence, Charisma
Damage Resistances Piercing, slashing, and bludgeoning from nonmagical attacks, psychic
Damage Immunities Cold, poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic, telepathy 120 ft.
Challenge 11 (7,200 XP)


Flyby. Tarro does not provoke opportunity attacks when he flies out of an enemy's reach.

Mind Reader. Whenever Tarro initiates a telepathic conversation with a creature, he can attempt to read their thoughts as per the Detect Thoughts spell. Intelligence is his innate spellcasting ability.

Psychic Barrier. Tarro is immune to effects that would detect or alter thoughts or emotions.

Telekinesis. Tarro is constantly under the effects of the Telekinesis spell. Intelligence is his innate spellcasting ability.

ACTIONS

Multiattack. Tarro makes three psionic crush attacks. He can substitute any of these to manipulate an object or creature with telekinesis.

Psionic Crush. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 18 (2d10 + 7) psychic damage. If this attack kills a creature, its head (or similar part) implodes on itself, compacting into a bloody mass.

Breath Weapons (Recharge 5/6). Tarro uses one of the following breath weapons:

Cold Breath. Tarro exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 68 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Tarro releases paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or be paralyzed 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.

REACTIONS

Psionic Ward (2/day). In response to Tarro or a creature within 60 feet of him being hit with an attack, roll 3d8. The damage dealt by the attack is reduced by that amount. If the damage is reduced beyond 0, the attacker takes psychic damage equal to the extra reduction.


Design Note: This page was created for statistical reasons. It is rooted in one of the creator's campaigns and likely has little applicability elsewhere. Use at your own jurisdiction.

Tarro, the Ultimate Being, is truly a marvel. He stands just 3.5 feet tall, with gray-silver scales covering his forearms, neck, chest, calves, and feet, and pale skin elsewhere. A pair of leathery, silver wings sprouts from his back. His hair is pure, snowy white, with a few ginger patches poking out, hanging over a face that resembles that of a half-elf's.

Mad Origins. Tarro was created from a ritual by a vampire named Doctor Arcio, a madman who resided in a great stone castle tucked away in remote mountains. For many years, he worked tirelessly to collect living beings for his goal: to create the "Ultimate Being". A humanoid with immense power, physical, mental, and magical, capable of interbreeding with virtually every race. He and his servants kidnapped pregnant women from surrounding towns, extracted immense psionic energy from a wellspring atop one of the mountains in the range, and even broke into the lair of two silver dragon mates, stealing their clutch of eggs and afflicting one dragon with a terrible magic poison. There was only one thing Doctor Arico needed to complete his creation and initiate a necromantic ritual, and that was a divine aura. To find it, he sent alluring word to a paladin by the name of Durizo. He dispatched a great mimic he had created to lure Durizo and his companions to his lair, who left their group upon nearing the castle. Along the way, the group found the silver dragons Arcio had attacked, Appachia and Tarro. Stricken with grief over the loss of her children, except one lonely egg, and Tarro's poisoning, Appachia had enraged the skies around her lair, sending rolling thunderheads bearing great bolts across the mountains. Durizo and his companions offered to search for the kidnapper on their quest and find an antidote for Tarro, Appachia not having searched a foggier region of the mountains, the area they were headed. Upon finding the castle, the group fought through Doctor Arcio's minions, until they found the vampire himself- Initiating the ritual. Unable to stop him, the mad doctor combined his components in a blinding light, the sheer power he was wielding destroying his body, and when all was finished, his creation emerged: A small, humanoid figure, formed roughly 3 years of age. The Ultimate Being.

Born of Dragons. Confused as to his entry into the world, the Ultimate Being decided to stay with Durizo's party as they left the castle, having received information from one of Doctor Arcio's servants that he had cloned himself, and that his second body rested in the Flaming Tundra. Fighting off the remaining vampire spawn and ransacking the place, the group left Arcio's castle and returned to the lair of Appachia and Tarro, with the sad news of their eggs but an antidote for the magic poison. Grateful for their efforts, the dragons allowed each adventurer to take a single item from their hoard. The Ultimate Being had stricken up a telepathic conversation with Tarro, and, liking his name, decided to "share" it. Finding kinship with the dragons, Tarro decided to stay with them, and Durizo and his companions left for the Flaming Tundra, to hunt down Doctor Arcio and remove his necromantic presence.

Maintaining the Balance. Although he is still very young, Tarro, the Ultimate Being, bolsters unheard of intelligence, thought to have stemmed from his psychic abilities. As he is largely of silver dragon blood, he can utilize their breath weapons, and likely, with age, their polymorphic powers as well. Tarro, having constantly probed his "parents'" minds for knowledge about this world, believes that the cosmic scales must never tip too far toward good and evil. He does not enjoy violence, but if engaged, can crush an opponent's brain using nothing but his own. He believes that there is unrest in the world as it is, and depending on how far the scales tip, he will intervene. No one knows how many years this will take, or how much Tarro's powers will have grown by then. To this day, he lives peacefully with the silver dragons that took him in, as well as his newly hatched wyrmling brother.

Masterful Wisdom. Tarro, the Ultimate Being, is very social in his demeanor, but he prefers to communicate telepathically, speaking only when requested or to address a group. Often, without even realizing it, he probes the minds of those he converses with for knowledge, for he wishes to know everything about the world. He has a photographic memory, and loves to read books at a rapid pace. Appachia and the "other" Tarro, as such, have taken interest in stocking their lair with literature, after the bright spark read every history scroll in their hoard. He takes a liking to courteous people, but will just as quickly address a stone-cold villain, as he believes that alignment is no matter in business that does not require it. If left alone, Tarro is comfortable in his own company, but has a very short attention span, understanding that life is short and the things in it are near infinite.


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