Skip to main content

Tamar The Great

Challenge
Tags
Terrain
str
11
dex
12
con
14
int
16
wis
16
cha
16

AC 19 (half plate, heavy shield, fighting style)
HP 104 (16d8+32; bloodied 52)
Speed 30 ft.


Proficiency +3; Maneuver DC 12
Saving Throws Dex +4, Int +6
Skills Deception +6 (1d8), History +6 (1d8), Insight +6 (1d8), Intimidation +6, Perception +6, Persuasion +6 (1d8); thieves’ tools
Senses passive Perception 16
Languages Latin, Georgian, Russian


Action Surge (1/ short rest ). On her turn, Tamar can take an additional action on top of her regular action and a possible bonus action.

Fast Learner. After Tamar has heard a creature speak for 1 minute or longer, she can mimic its manner of speaking as long as she knows the same language as the creature (allowing her to seem like she is local to a given region).

Sneak Attack (1/turn). Tamar deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Tamar that isn’t incapacitated and Tamar doesn’t have disadvantage on the attack roll.

Tactician. Tamar is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Tamar and is within 30 feet of her.

Tactical Focal Point. Tamar selects a 10-foot square to be her tactical focal point as a bonus action or as part of the Attack action, choosing a Tactic to apply to it (see page 6). This lasts until she cannot take actions or uses this feature again. Each time Tamar completes a long rest , she can swap one of these benefits for a different one: Area Clear, Cover the Flank, Phalanx Sidestep, Run Away!

Tactical Mastery (7/ long rest ). Tamar uses part of her Attack action or a bonus action to take mastery of the battlefield, granting it to herself and allies within her focal point by expending uses of this feature. A creature that is granted a use of Tamar’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.


SPECIAL TRAITS

Brilliant. Tamar always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything she’s experienced within the last 31 days.

Diplomatic. Tamar can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what she says during 1 minute of talking. On a success, as long as Tamar remains within 60 feet of it (and for 1 minute afterward) the target is charmed by her. Tamar automatically fails on the check if she or her companions are fighting the target.

Leader’s Words. Tamar can inspire up to six creatures friendly to her (or up to five creatures and herself) that are within 30 feet of her and can see her, or hear her and understand her. Any that listen to Tamar speak inspirationally for 10 minutes gain 17 temporary hit points. Temporary hit points can only be gained from this feature once per short rest .


ACTIONS

Extra Attack. Tamar attacks twice when she takes the Attack action.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.


BONUS ACTIONS

Cunning Action (1/turn). Tamar can use a bonus action to take the Dash, Disengage, Help, or Hide action.

Second Wind (1/ short rest ). On her turn, Tamar can use a bonus action to regain 1d10+8 hit points.


REACTIONS

Uncanny Dodge. When an attacker Tamar can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Description

We head to the ancient world and the nation of Georgia two centuries after the first millenium, taking a look at one of history’s most fierce and accomplished rulers, Tamar the Great!

Tamar was appointed Queen of Georgia by her father George III in 1178 and ruled for 29 years over the Georgian Golden Age. Despite her royal appointment there were many who sought to stop her ascension, but she managed them well enough and proved to be more than a competent steward for the kingdom she inherited.

As part of the process of securing her rule Tamar agreed to wed Yury Bogolyubsky but he soon found himself divorced and exiled to Constantinople. Her next husband was her own choice: David Soslan, a prince from Alania. They had two children and he remained subordinate to her rule throughout.

With her power base solidified Tamar expanded Georgia’s borders, taking over the Caucasus for two decades. Her expansionist polices were successful, and she liberated Armenia, fought off Muslim invaders, founded the Empire of Trebizond on the coast of the Black Sea. Tamar died of disease in 1207, and Georgia’s ‘Golden Age’ ended soon after.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.