The terentatek has advantage on saving throws against force powers and resistance to damage dealt by force powers.
Terentatek
Large aberration, chaotic dark
CreatureScum and Villainy
At a glance
- Armor Class
- 16 (natural armor)
- Hit Points
- 190 (20d10+80)
- Speed
- 30 ft.
- Skills
- Athletics +6, Perception +3
- Damage Resistances
- kinetic, energy, ion; damage dealt by Force powers
- Senses
- Darkvision 60ft, passive Perception 13
- Languages
- Can't speak but underst, s comm, s in Sith
- Challenge
- 9 (5,000 XP)
Ability scores
- Str17+3Strength 17, modifier plus 3
- Dex12+1Dexterity 12, modifier plus 1
- Con18+4Constitution 18, modifier plus 4
- Int8-1Intelligence 8, modifier minus 1
- Wis11+0Wisdom 11, modifier plus 0
- Cha3-4Charisma 3, modifier minus 4
About this creature
Terentatek are creatures which feed off the blood of Force-sensitives, and inhabit caves and tombs strong with the dark side of the Force. Biology & Appearance. Terentateks resemble small rancors (approximately one-fourth the size of a fully-grown bull Rancor) with a number of spines growing from their backs and a pair of flaps, or tusk-like projections attached to their mouths. They also have four massive claws on each hand. Their tusks and claws are highly venomous. It is theorized that they were once rancors, subjected to mutations by the Sith, and that when the dark side is weak in the galaxy, they hibernate and remain dormant for many years, only to return when the dark side is strong again. A terentatek's hide is highly resistant - in some cases even immune - to the effects of the Force. They became the most dangerous of the creatures bred by the Sith, and were often dubbed Jedi Killers.
Traits
- Force Resistance
- Sith-born
Dark forcecasters and Sith (species) have advantage on Animal Handling checks on Terentatek.
Actions
- Multiattack
The Terentatek makes three attacks, once with its tusks and twice with its claws.
- Tusks
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 22 (5d8+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.
- Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (5d6+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.
- Rock
Ranged Weapon Attack: +3 to hit, range 30/70 ft., one creature. Hit: 15 (4d6+3) kinetic damage.
