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

The terentatek has advantage on saving throws against force powers and resistance to damage dealt by force powers.

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.