Tarnhem
Infernal Machine Rebuild p. 19
- Tamaño
- Enorme
- Tipo
- fiend (demon)
- Alineamiento
- caótico malvado
- CA
- 19 (natural armor)
- Puntos de golpe
- 262 (21d12+126)
- Velocidad
- walk 40 ft., fly 80 ft.
- Salvaciones
- Str +14, Con +12, Wis +9, Cha +12
- Resistencias
- cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Inmunidades
- fire, poison
- Inmunidad a estados
- poisoned
- Sentidos
- truesight 120 ft.
- Percepción pasiva
- 13
- Idiomas
- Abyssal, telepathy 120 ft.
- Desafío
- 19
Rasgos
Death Throes
When Tarnhem dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Tarnhem's weapons.
Fire Aura
At the start of each of Tarnhem's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.
A creature that touches Tarnhem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance
Tarnhem has advantage on saving throws against spells and other magical effects.
Magic Weapons
Tarnhem's weapon attacks are magical.
Acciones
Fist of Retribution
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage.
Multiattack
Tarnhem makes two attacks: one with its longsword and one with its whip.
Longsword
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Tarnhem scores a critical hit, it rolls damage dice three times, instead of twice.
Whip
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Tarnhem.
Teleport
Tarnhem magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Variant: Summon Demon (1/Day)
The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 marilith, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
recharge
1/DAY