T Tanarukk anarukk are rage made flesh, their unimaginable rancor so thick within them it sublimates off their skin in a constant plume of combustible fumes. Any fight that breaks out in the presence of a tanarukk is about to involve a tanarukk, and there are very few possible interactions that a tanarukk will not interpret as a fight it can insert itself into. Tanarukk Lore Arcana DC 20: A tanarukk's rage manifests corporeally, fuming off of their skin in a shimmering miasma that ignites when touched by the slightest spark of magical power. While some tanarukk are capable of evoking this ignition on their own, most simply attempt to provoke enemy spellcasters into doing it for them. History DC 10: Tanarukk are consummate warriors that seem to be entirely without fear of death or even failure, each consumed by the distilled demonic fury that courses through them. History DC 15: A tanarukk always accepts any invitation to single combat, and in fact is liable to interpret perfectly innocuous words and actions as coded insults or challenges. Nature DC 10: Reminiscent of tieflings, tanarukk are orcs that have been hybridized with fiends, though notably this union seems to be the product of some hidden ritual, rather than merely interbreeding. Religion DC 15: Tanarukk are most often found in the abyssal territories of Baphomet and Demogorgon, though whether the tanarukk can be said to be in any creature's "service" is questionable, as a typical tanarukk is too angry to be concerned with anything approaching plans or hierarchy. Tanarukk Scarbearer Tactics Tanarukk scarbearers Dash toward the last enemy to draw their attention with their Aggressive trait, attacking first with their fists to grapple a creature, then with their Skullcleaver Cragblade. If a foe is downed or prone, they'll often replace one of their attacks with a Bite to disfigure it. If spellcasters are present, each tanarukk attempts to goad them into targeting it with a spell to activate their Fury Unleashed. Encounter Groups CR 18 Encounter 6,900 XP 1 Orc Killaboss (CR 7) 2 Tanarukk Scarbearers (CR 5) 4 Orc Deadeyes (CR 1/2) CR 23 Encounter 14,500 XP 1 Tanarukk Firespeaker (CR 10) 3 Tanarukk Scarbearers (CR 5) 2 Jovocs (CR 4) 5 Dretch Agitators (CR 1) Tanarukk Firespeaker Tactics Firespeakers place themselves in the densest concentration of enemies, attacking the same one repeatedly with their Fireburst Fist. If other foes move away from the tanarukk's target, it will move to any new concentration of enemies, regardless of attacks of opportunity. On the first turn of combat, if the tanarukk cannot reach an enemy, it will attack itself to set itself aflame.
Tanarukk Scarbearer Medium fiend (demon), chaotic evil Armor Class 14 (Natural Armor) Hit Points 114 (12d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1) Skills Intimidation +2, Perception +2 Damage Resistances Fire, Poison Senses Darkvision 60 ft., Passive Perception 12 Languages Abyssal, Common, Orc Challenge 5 (1,800 XP) Aggressive. As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects. Unbridled Rage. Whenever the tanarukk moves, it must move directly toward the creature it can see that most recently took hostile action against it, if possible. Actions Multiattack. The tanarukk makes three melee attacks, one of which may be with its bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an ear. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. Instead of dealing damage, the tanarukk may grapple a creature (escape DC 15) or shove it prone. Skullcleaver Cragblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. This attack is made at advantage against a grappled creature. Reactions Fury Unleashed. As a reaction to succeeding on a saving throw against a spell or magical effect, the tanarukk erupts into flame. For the next minute, the tanarukk takes 5 (1d10) fire damage at the start of each of its turns, and deals an additional 5 (1d10) fire damage with each of its attacks. Tanarukk Firespeaker Medium fiend (demon), chaotic evil Armor Class 16 (Natural Armor) Hit Points 186 (16d12 + 96) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 23 (+6) 17 (+3) 9 (-1) 9 (-1) Saving Throws DEX +5, CON +10, WIS +3 Skills Intimidation +2, Perception +3 Damage Resistances Fire, Poison Senses Darkvision 60 ft., Passive Perception 13 Languages Abyssal, Common, Orc Challenge 10 (5,900 XP) Aggressive. As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects. Burning of Aeons. Whenever the tanarukk takes fire damage, it gains 10 temporary hit points. Actions Multiattack. The tanarukk makes three melee attacks, one of which may be with its bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an ear. Fireburst Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and the target suffers one of the following effects: If the target was not on fire, it catches fire. Until a creature takes an action to extinguish it, the creature takes 5 (1d10) fire damage at the start of each of its turns. If the target was on fire, an explosion of flame flares out from it. Each creature within 20 feet of the target must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone, or half as much damage on a success. Reactions Fury Unleashed. As a reaction to succeeding on a saving throw against a spell or magical effect, the tanarukk erupts into flame. For the next minute, the tanarukk takes 5 (1d10) fire damage at the start of each of its turns, and deals an additional 5 (1d10) fire damage with each of its attacks.
Art Credits Tanarukk by John-Paul Balmet Bisk, Goblin King by Rae Elderidge I've Got a Subreddit! Want more monsters like this? Come check out r/bettermonsters, where I post all my work. Don't see something there? Drop a request and I'll usually get it to you within a day if I've got something on hand, and I'll shoot you a message when it's ready if not. You Found the Free Books! The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1300 already there, indexed in a big PDF along with formats for Foundry and 5eTools.