Overview
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Bodyguard of Rurisk Korunda and brother of Thargran. Died fighting the Illithid threat alongside the party.
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-3
- The party were then accompanied by the bodyguards Bhaldir, Branmund, Galnir, Tharmond, and Thargran. The dwarven bodyguards all swore the creed of the Legion of the Dead before doing so, making a lifelong oath to confront the Illithid. Upon entering the mountain tunnels they encountered Mind Flayers who dominated some of their minds. The bodyguards didn’t hesitate and slew some of their own subjugated fellows. Eventually only Galnir and Thargran left those tunnels alive with the party.
Tharmond
Medium Humanoid (Dwarf), Any Alignment
Armor Class 20 (plate armor, shield) Hit Points 75 (10d8 + 30) Speed 25 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2)
Damage Resistances Poison Gear Javelin Senses Darkvision 120 ft., Passive Perception 11 Languages Dwarvish, Common Challenge 5 (XP 1,800; PB +3) Proficiency Bonus +3
Dwarven Resilience. Tharmond has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Dwarven Sensitivity. While in sunlight, Tharmond has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Tharmond makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.
Call to Attack. Up to three allies within 120 feet of Tharmond that can hear it can each use their reaction to make one weapon attack.
Invisibility (Recharge 4–6). Tharmond magically turns invisible for up to 1 hour or until it attacks, he forces a creature to make a saving throw, or his concentration is broken (as if concentrating on a spell). Any equipment Tharmond wears or carries is invisible with it.
Bonus Actions
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Tharmond magically increases in size, along with anything he is wearing or carrying. While enlarged, Tharmond is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Tharmond lacks the room to become Large, he attains the maximum size possible in the space available.
Reactions
Scouring Instruction. When an ally that Tharmond can see makes a d20 roll, Tharmond can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.