THE SHARED REFERENCE Adventurer

Monster

Tarnhem

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Official reference · IMR · 2014

Creature type
Fiend
Size
Huge
Armor class
19 (natural armor)
Hit points
262 (21d12 + 126)
Speed
Walk 40 ft., Fly 80 ft.
Challenge rating
19
Alignment
Chaotic Evil
Strength
26
Dexterity
15
Constitution
22
Intelligence
20
Wisdom
16
Charisma
22
Passive Perception
13
Saving Throws
str: +14; con: +12; wis: +9; cha: +12
Senses
truesight 120 ft.
Languages
Abyssal, telepathy 120 ft.
Resistances
cold, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
fire, poison
Condition Immunities
poisoned

Traits

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.

Actions

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.

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