Large Fiend, Chaotic Evil
Armor Class 16 Natural
Hit Points 145 (10d8 + 50)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +9, CON +9
Skills Athletics +8, Intimidation +8
Damage Resistances Fire, Poison
Senses Darkvision 60, Passive Perception 14
Languages Abyssal, Common, Orc
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aggressive:  As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.

Magic Resistance: The tanarukk has advantage on saving throws against spells and other magical effects.

 

Actions

Action Name. Enter the description for your action.

Greatsword+1. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 5) [Slashing] damage. 

Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) [Piercing] damage.

Reactions

 

Unbridled Fury: In response to being hit by a melee attack, Vakgar can make one melee weapon attack with advantage against the attacker.

Legendary Actions

Vakgar can take 2 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. Acererak regains spent legendary actions at the start of his turn.

Charge (Costs 1 Actions). Vakgar moves up to his speed, then makes a Bite attack

Bellow (Costs 2 Actions). Vakgar yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 14 Wisdom saving throw or become frightened of him 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Bellow for the next 24 hours.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fiend

Habitat: Desert

Gambitcardhammer

Comments

Posts Quoted:
Reply
Clear All Quotes