Taghairm

Large undead, unaligned

Armor Class 12 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 5 (-3) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Ethereal Awareness. The taghairm can see ethereal creatures and objects.
  • Faultless Tracker. The taghairm is given a quarry by its summoner. The taghairm knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The taghairm also knows the location of its summoner.
  • Incorporeal Movement. The taghairm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Keen Smell. The taghairm has advantage on Wisdom (Perception) checks that rely on smell.
  • Shadow Blend. While in dim light or darkness, the taghairm can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the taghairm uses a bonus action to end it or until the taghairm attacks, is in bright light, or is incapacitated.
  • Undead Nature. A taghairm doesn’t require air, food, drink, or sleep.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

BONUS ACTIONS

  • Ethereal Jaunt. As a bonus action, the taghairm can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
  • Pounce. If the taghairm moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the taghairm can make one bite attack against it as a bonus action.

ABOUT

This jet-black panther, easily eight feet long from nose to tail, slinks low to the ground, creeping with one paw in front of the other.

Taghairms, also known as phantom cats, are ethereal-shifting predators who are nigh unstoppable once summoned. They are used as relentless trackers by wizards who need someone eliminated or retrieved.

Taghairms will stop at nothing to retrieve their prey, but they are equally effective as shock troops. A taghairm’s screech has been likened to the wail of a woman, terrifying any community that hears it.

Creating taghairms is a vile process that involves slaying several cats and reanimating their collective spirits.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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