Fearsome Foes Tarnaagh He Who Eats Dragons
Fearsome Foes Tarnaagh He Who Eats Dragons
Fearsome Foes Tarnaagh He Who Eats Dragons
Actions
Multiattack. Tarnaagh makes two attacks: one with its bite, and
one constrict or tail attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) damage
determined by the last dragon Tarnaagh devoured.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:
14 (2d6 + 7) bludgeoning damage.
Swallow. Tarnaagh makes one bite attack against a large or Legendary Actions
smaller target it is grappling. If the attack hits, the target is Tarnaagh can take 3 legendary actions, choosing from the options
swallowed and the grapple ends. While swallowed, the target below. Only one legendary action can be used at a time and only
is blinded and restrained, has total cover against attacks and at the end of another creature’s turn. Tarnaagh regains spent
other effects outside Tarnaagh, and takes 21 (6d6) damage of the legendary actions at the start of his turn.
determined by the last dragon devoured at the start of each of
Tarnaagh’s turns. Tarnaagh can have only one creature swallowed Detect. Tarnaagh makes a Wisdom (Perception) check.
at a time. Tail. Tarnaagh makes a tail attack.
If Tarnaagh takes 30 damage or more in a single turn from the Thundering Roar (2 Actions). Tarnaagh unleashes a shattering
swallowed creature, Tarnaagh must succeed on a Constitution roar. Each creature within 30 ft. of Tarnaagh that can hear him
saving throw or regurgitate the creature. The DC of the saving must make a DC 18 Constitution saving throw. On a failed save a
throw is 15, or half the damage taken at the end of the turn. The creature takes 13 (3d8) thunder damage and is deafened until the
regurgitated creature is placed within 10 ft. of Tarnaagh and end of its next turn. On a successful save a creature takes only
falls prone. If Tarnaagh dies, a swallowed creature is no longer half as much damage and is not deafened.
restrained and can escape the corpse by using 15 ft. of movement, Swallow (Costs 2 Actions). Tarnaagh uses his Swallow action.
exiting prone.
Created by DM Tuz
Tuz‘s Fearsome Foes: Tarnaagh, He Who Eats Dragons
Created by DM Tuz
Tuz‘s Fearsome Foes: Tarnaagh, He Who Eats Dragons
Affiliated Creatures
Since Tarnaagh is a solitary creature there are not many Storm Elemental
creatures found near the ruins on top of Thunder Mountain. Large elemental, true neutral
But adventurers are sure to be facing monsters as they are —
Armor Class 15
ascending the mountain itself. Hit Points 119 (14d10 + 42)
Manticores, Peryton, Wyvern and other flying predators Speed 0 ft., fly 60 ft. (hover)
might prey upon adventurers on their ascent. Closer to the —
summit, where the storm is the strongest, Storm Elementals STR DEX CON INT WIS CHA
can be found lashing out at any creature they can find. 12 (+1) 20 (+5) 16 (+3) 6 (-2) 10 (0) 6 (-2)
But aside from Tarnaagh, the real challenge will be the —
Proficiency+3
climb itself. While adventurers have to deal with its inhabi- Damage Resistances bludgeoning, piercing and slashing
tants in the first few hundred feet the second half of the climb damage from nonmagical weapons, lightning, thunder
is dictated by the roaring storm, howling winds and unpre- Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
dictable lightning strikes.
petrified, poisoned, prone, restrained, unconcious
Senses passive Perception 10
Languages Auran
Challenge 6 (2,300 XP)
—
Charge. The first time the storm elemental takes lightning
damage in a turn, it can roll to recharge its Discharge attack.
Actions
Multiattacks. The storm elemental makes 2
touch attacks.
Artwork by
Paizo (Artist Uncredited)
Created by DM Tuz
Tuz‘s Fearsome Foes: Tarnaagh, He Who Eats Dragons
Treasure Lair: Thunder Mountain Summit
The ancient ostorian ruin on top of Thunder Mountain Thunder Mountain is a lonely mountain that is covered by a
harbors many treasures in form of ostorian artifacts, magic perpetual and supernatural thunder storm. The cause for this
items and piles and piles of gold. Adventurers that are able to storm seem to be the ostorian ruins that rest on top of the
survive the perilous climb to the top of the mountain, as well mountain. These ruins are the remnants of an ancient temple
as slaying Tarnaag shall be appropriately rewarded with the dedicated to the giant diety Stronmaus.
riches of the ostorian ruin.
Alternatively you can have a dragon hire the adventures
to deal with the malformed behir, promising a part of its air Actions
L
own hoard to the party as well as any riches they may find in When fighting in the ruins on top of Thunder Mountain,
Tarnaag’s domicile. Tarnaagh can take lair actions. On initiative count 20 (losing
Additionally characters that know how to utilize the skin initiative ties), Tarnaag takes a lair action to cause one of the
of the behir might be able to turn it into one of the unique following effects.
magical equipment detailed below. If the players are not
happy with either of these options, give them an alternative • The strong wind on top of Thunder Mountain howls
to create 2 Dragon Slayer swords from the teeth and bones of and attempts to push any creature on the summit. Each
Tarnaagh. large or smaller sized creature in the area must succeed
on a DC 15 Strength saving throw, or be pushed 10 feet
Behir are known to be able to swallow prey several sizes and fall prone. Each affected creature is pushed in the
larger than themselves thanks to their elastic hide and general same direction (Dungeon Master’s choice).
flexibility. This whip is created out of Tarnaaghs hide, utili- • Lightning strikes at a randomly determined creature,
zing the beast’s powerful hide, that has been charged with the that is not Tarnaagh. The target creature and each crea-
lightning of Thunder Mountain. ture within 5 feet of it must make a DC 15 Dexterity
saving throw, taking 16 (3d10) lightning damage on a
Thundercrack failed save, or half as much on a successful one.
Very Rare Whip (requires attunement) • A radiant bolt of lightning hits Tarnaagh to energize it.
This magic whip has a +1 bonus to attack and damage Tarnaagh regains 22 (4d10) hit points and has advan-
rolls made with this magic weapon and a reach of 15 feet. tage on all saving throws until the end of his next turn.
Additionally this weapon deals an extra 2d4 lightning damage Tarnaagh can’t use this lair action again until it has used
to any target it hits. If both of these d4 roll the same num- a different one.
ber, a creature of your choice within 10 feet of your target
takes 2d4 lightning damage, if both of these d4 roll the same Regional Effect
number, another creature of your choice within 10 feet of
The region around Thunder Mountain is influenced by
the secondary target, that has not been targeted yet, takes
the supernatural storm, which creates one or more of the
2d4 lightning damage. Repeat this effect as long as you roll
following effects:
doubles on the lightning damage.
• Sudden strong winds and weather shifts are common
within 6 miles of Thunder Mountain.
Tarnaags adapting nature still prevails in his body. Its hide,
• Metal objects can charge with electicity at random
changed so many times over the centuries, still remembers
within 3 miles of Thunder Mountain.
the forms it took in life. Therefore it makes for an incredibly
• Random lightning strikes within 1 mile of Thunder
adaptive armor that will change if the situation demands it.
Mountain can open short-lived portals to the Elemental
Plane of Air, allowing creatures of elemental air to slip
Chromatic Leather
into the world.
Very Rare Studded Leather Armor (Requires attunement)
You have a 12 + Dexterity modifier +1 armor class while
These effects are not tied to Tarnaagh, but to the ostorian
wearing this armor. In addition the first time you take acid,
ruins instead and exist as long as the sanctuary of the ruins
cold, fire, or lightning damage in a day you gain resistance
remains intact.
against the triggering damage type until the dawn of the next
day.
Created by DM Tuz