Tuk'ata

Large aberration, lawful dark

CreatureScum and Villainy

At a glance

Armor Class
14 (natural armor)
Hit Points
59 (7d10+21)
Speed
30 ft.
Skills
Perception +2
Senses
Darkvision 60ft, passive Perception 12
Languages
Sith (telepathically)
Challenge
2 (450 XP)

Ability scores

  • Str16+3Strength 16, modifier plus 3
  • Dex11+0Dexterity 11, modifier plus 0
  • Con16+3Constitution 16, modifier plus 3
  • Int10+0Intelligence 10, modifier plus 0
  • Wis11+0Wisdom 11, modifier plus 0
  • Cha4-3Charisma 4, modifier minus 3

About this creature

The Force-sensitive tuk'ata, or Sith hounds, have been used for thousands of years to guard the tombs of the Dark Lords of the Sith on Korriban. Biology & Appearance. Sith hounds are oversized beasts that are bred to be both fearless and relentless. Their distinctive characteristics included sharp horns, long claws and savage teeth. Tuk'ata are unusually intelligent and are even able to communicate with one another through means unknown. It is claimed that originally the species was non-violent and grazing before being corrupted by Sith alchemy experiments that awakened latent parts of their brain which transformed them into unnatural abominations. On occasion, random mutations produce some tuk'ata that are able to live for centuries and grow to immense proportions. Considering that many Sith hounds were sealed inside the tombs themselves, some believe that they are immortal or draw nourishment from the Force itself, the latter part of which is likely true. It is also possible that they survive by feeding on small vermin or other creatures that infest the tombs as decay and time create new openings in the stone walls.

Traits

Keen Senses

The Tuk'ata has advantage on Wisdom (Perception) checks.

Sith-born

Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Tuk'ata.

Telepathy

Tuk'ata can communicate telepathically with other creature within it's line of sight.

Actions

Multiattack

The Tuk'ata makes two attacks, once with its bite and once with its claws or poisonous stingers.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) kinetic damage.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) kinetic damage.

Poisonous Stingers

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 13) or become poisoned.