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Tharmire The Great CR: 12

Medium fey (former feylord), chaotic neutral
Armor Class: 17 (Natural Armor)
Hit Points: 180 (24d8 + 48)
Speed: 30 30 ft., fly 50 ft. (hover) , fly: 50 30 ft., fly 50 ft. (hover) , can hover

STR

12 +1

DEX

18 +4

CON

14 +2

INT

20 +5

WIS

16 +3

CHA

22 +6

Saving Throws: Dex +8, Con +6, Wis +7, Cha +10
Skills:

Arcana +9, Deception +10, Insight +7, Persuasion +10

Damage Resistances: Cold, Lightning, Psychic
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened
Senses:

Darkvision 120 ft., Passive Perception 13

Languages: Common, Sylvan, Infernal, Primordial
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +4

3/day:

Legendary Resistance (3/Day).
If Tharmire fails a saving throw, he can choose to succeed instead.


Feywild Adaptation.
Tharmire cannot be surprised, and difficult terrain in the Feywild doesn’t cost him extra movement.

Eater of Beasts.
Tharmire has advantage on attack rolls against beasts and Feywild creatures he has mutated, including Sebras and Zyrion's boars.

Actions

Multiattack.
Tharmire makes three attacks with his Chaos Glaive or casts a spell and makes one melee attack.

Chaos Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 19 (3d10 + 4) slashing damage plus 9 (2d8) psychic damage.

Chaotic Beam (Recharge 5–6).
Ranged Spell Attack: +9 to hit, range 60 ft., one target.
Hit: 26 (4d10) radiant or necrotic damage (Tharmire’s choice).

Wild Shape (Recharge 6).
Tharmire polymorphs into a creature he has devoured or studied, maintaining his chaotic essence. This transformation lasts for 1 hour or until he reverts back.

Bonus Actions

Chaotic Presence (Recharge 5–6).
As a bonus action, Tharmire emits an aura of chaos in a 20-foot radius. Each creature of his choice within this area must succeed on a DC 18 Wisdom saving throw or be charmed or frightened (Tharmire’s choice) until the end of their next turn.

Legendary Actions

Tharmire can take 3 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.

  • Fey Step. Tharmire teleports up to 30 feet to an unoccupied space he can see.
  • Gleeful Taunt (Costs 2 Actions). Tharmire targets one creature within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.
  • Unleash Chaos (Costs 3 Actions). Tharmire releases a burst of chaotic energy. Each creature within 20 feet must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) force damage.

Once a prominent Feylord of the Feywild, Tharmire the Great now wanders as a chaotic and defiant figure. Known for his audacious experiments in planar magic and his insatiable appetite for Feywild creatures, he embodies both the brilliance and arrogance of his former station. Tall and gaunt, Tharmire has an otherworldly presence, his slender frame draped in flowing, patchwork robes stitched from enchanted fabrics. His piercing violet eyes seem to hold a glimmer of madness, offset by his playful yet unnerving smirk.

Tharmire’s movements are fluid and unnaturally smooth, as if he glides rather than walks. His voice carries a melodic yet unsettling tone, oscillating between captivating charm and mocking condescension. Despite losing his lordship over two decades ago, he continues to carry himself with the arrogance of royalty, often referring to himself as “Tharmire the Great” in a tone both jesting and sincere.


Created by

J. Gate.

Statblock Type

Monster

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