Sources
CR
Type
Size
Alignment
Movement

Tarkanan Marauder

Small/Medium Humanoid, Chaotic Evil

Armor Class 16
Hit Points 247 (26d8 + 130)
Speed 40 ft.
STR
15
+2
DEX
17
+3
CON
20
+5
INT
16
+3
WIS
15
+2
CHA
13
+1
Saving Throws DEX +7, CON +9, WIS +6
Skills Deception +5, Perception +6, Stealth +7
Senses passive Perception 16
Languages Common, Thieves' cant
Challenge 11 (7,200 XP)

Traits

Evasion. If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the marauder instead takes no damage if it succeeds on the save and only half as much damage if it fails. It can't use this trait if it has the Incapacitated condition.

Spellcasting

Spellcasting. The marauder casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save DC 17):

At will: Message

1/day: Disintegrate

Actions

Multiattack. The marauder makes three Aberrant Strike attacks.

Aberrant Strike. Melee Attack Roll: +7, reach 5 ft. Hit:13 (3d6 + 3) Piercing damage, plus 21 (6d6) Force damage if the marauder had Advantage on the attack roll.

Bonus Actions

Tear Through Space. The marauder teleports to a space it can see within 30 feet, appearing in a dazzling flash. Constitution Saving Throw: DC 17, each creature in a 5-foot Emanation originating from the marauder when it appears. Failure: The target has the Blinded condition until the end of the marauder's next turn.

Lore

This powerful assassin relies on teleportation to catch targets unaware and deal out rapid death.