Tartarian (5e Creature)
From D&D Wiki
Tartarian[edit]
Huge fiend (titan), neutral evil Armor Class 22 (natural armor)
Saving Throws Str +17, Int +12, Wis +13, Cha +15 Innate Spellcasting. The tartarian's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: control flames, darkness, move earth Legendary Resistance (3/Day). If the tartarian fails a saving throw, it can choose to succeed instead. Limited Magic Resistance. The tartarian has advantage on saving throws against spells and other magical effects, with the exception of cleric or paladin spells cast by a spellcaster of good alignment. Magic Weapons. The tartarian's weapon attacks are magical. ACTIONSScythe. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the tartarian's next turn. Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) acid, cold, fire, force, lightning, necrotic, or thunder damage (the tartarian's choice).
LEGENDARY ACTIONSThe tartarian 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. The tartarian regains spent legendary actions at the start of its turn. Attack. The tartarian makes one weapon attack. |
Tartarians are divine convicts, titans who were cast into the pits of Tartarus for their awful crimes against the gods. There they are imprisoned for all eternity, made to suffer perpetual pain in darkness. Though enormously powerful, most tartarians suffer from multiple insanities as a side effect of millennia of torture, so their minds are too fractured for them to use their powers strategically. |
Back to Main Page → 5e Homebrew → Creatures