Tatarimokke | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Monsters of the Orient p. 118

Tatarimokke CR: 4

Tiny undead (spirit), any lawful
Armor Class: 11
Hit Points: 20 (8d4) 8d4
Speed: 5 ft , fly: 60 ft

STR

3 -4

DEX

13 +1

CON

10 +0

INT

6 -2

WIS

9 -1

CHA

17 +3

Saving Throws: Dex +3
Skills: Perception +3, Stealth +3
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 10
Challenge Rating: 4

Flyby. The tatarimokke doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.   Incorporeal Movement. The tatarimokke can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) 1d10 force damage if it ends its turn inside an object.   Keen Hearing and Sight. The tatarimokke has advantage on Wisdom (perception) checks that rely on hearing or sight.   Limited Telepathy. The tatarimokke can magically communicate simple ideas, emo- tions, and images telepathically with any creature within 100 feet of it that can under- stand a language.   Necrotic Flames. The tatarimokke is surrounded by necrotic flames. Any creature that touches the tatarimokke or hits it with a melee attack while within 5 feet of it takes 4 (1d8) 1d8 necrotic damage. Additionally, it deals an additional 9 (2d8) necrotic damage with its talons (included in the attack).

Actions

Multiattack. The tatarimokke makes two attacks with its talons.   Talon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) 1d4+1 slashing damage plus 9 (2d8) 2d8 necrotic damage.   Possession (Recharge 6). One humanoid that the tatarimokke can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the tatarimok- ke; the tatarimokke then disappears, and the target is incapacitated and loses control of its body. The tatarimokke now controls the body but doesn’t deprive the target of awareness. The tatarimokke can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiency The possession lasts until the body drops to 0 hit points, the tatarimokke ends it as a bonus action, or the tatarimokke is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the tatarimokke reappears in an unoccupied space within 5 feet of the body. The target is immune to this tatarimokke’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Created by

Kiriari.

Statblock Type

Monster

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