This site is games | books | films

Taniniver

Tanin'iver
My Images (midjourney.com)
  • Title: Steed of Lilith, Dragon of Rot
  • Symbol: A decaying dragon’s skull with maggots crawling from its eye sockets
  • Home Plane: The Nine Hells (or another devilish plane depending on the setting)
  • Level: CR 18 (Epic Level)
  • Alignment: Neutral Evil
  • Aliases: The Rotting Serpent, Plaguebearer
  • Superior: Lilith
  • Traditional Allies: Devils, Lilith, Cults of Pestilence
  • Traditional Foes: Celestial beings, Archons, Paladins, Clerics of life
  • Divine Artifact: The Pestilent Orb (a cursed crystal that spreads disease)
  • Servants: Necromancers, Cultists of Pestilence
  • Servitor Creatures: Diseased Undead, Plague Zombies, Hellhounds
  • Sacred Animal: Carrion Beetle
  • Manifestations: A cloud of rotting flesh and writhing maggots, a shadowy dragon in the midst of decay
  • Portfolio: Disease, Decay, Death, Pestilence
  • Domains: Death, Destruction, Evil, Decay
  • Favored Weapon: Claws of Rot (war claws that inflict disease)
  • Favored Class: Necromancer
  • Favored Race: Undead
  • Gender: Male
  • Abode/Base of Operations: The Pestilent Wastes (a desolate plane overrun by disease and decay)
  • Affiliation(s): Cults of Pestilence, Undeath, and Lilith
  • Significant Others: Lilith (as her steed and catalyst of evil)

Taninā€™iver is a nightmarish vision of decay, a grotesque dragon whose once-majestic form has been ravaged by the passage of time and dark magic. His body is a nightmarish patchwork of rotting flesh and oozing sores, with patches of scales hanging loose and covered in filth. His once-proud wings are tattered and torn, stained with a vile, greenish-black ichor that drips with every movement. His white, pupil-less eyes burn with a malevolent, ancient rage. His maw, lined with jagged, disease-ridden teeth, emits a foul stench of decay and death. Where his legs should be, there is only a grotesque, pulsating mass of rotting flesh and sinew. The air around him seems to wither and decay, tainted by the pervasive stench of his existence.

Behavior:
Taninā€™iver is driven by relentless agony and a deep-seated rage, his every movement a testament to his ceaseless suffering. His behavior is marked by a constant, twitchy agitation, as if his body cannot find a momentā€™s rest from its relentless decay. He exudes an aura of malevolence and despair, often indulging in cruel and sadistic acts to inflict the same suffering he endures. His interactions are fueled by a desperate need to spread his pain, reflecting his obsession with bringing others to his level of torment. He engages in dark rituals and arcane experiments, driven by an insatiable curiosity to find a cure for his condition, even as he knows deep down that such a cure may be unattainable.

Habitat:
Taninā€™iver resides in regions steeped in decay and pestilence, preferring desolate landscapes where the land itself reflects his twisted nature. His lairs are found deep within ancient, crumbling ruins or in subterranean caverns, where the air is thick with disease and the earth is corrupted. The vegetation in these areas is sparse and sickly, with any remaining flora and fauna twisted by the pervasive rot. The very ground is often infested with maggots and other vermin, mirroring the dragonā€™s own state of decay. The environment around his lair becomes a reflection of his presence, a twisted wasteland that deteriorates further with each passing day.

Modus Operandi:
Taninā€™iver is a harbinger of disease and decay, striking from the shadows with a calculated, malicious intent. He uses his rot-infested breath to unleash a noxious cloud that debilitates and sickens his enemies, making them vulnerable to his subsequent attacks. He is adept at sowing chaos and despair, often targeting isolated or vulnerable communities to maximize the suffering he inflicts. His attacks are methodical, aimed at spreading his affliction and watching the resulting panic and death. When not actively hunting, Taninā€™iver conducts dark rituals and arcane experiments in his lair, seeking forbidden knowledge and powers that might halt his decay, even as he continues to spread his corruption.

Motivation:
Taninā€™iverā€™s primary motivation is survival, driven by an obsessive need to halt his relentless decay. His existence is defined by a profound sense of desperation, as he searches for any means to reverse his condition and regain his former glory. His hatred for all life stems from his own suffering, viewing the vitality of others as a cruel mockery of his tortured state. This hatred fuels his desire to spread disease and despair, transforming the world around him into a reflection of his own agony. Although he clings to hope that he might one day find a cure or reclaim his former power, Taninā€™iver is ultimately driven by a deep, unyielding despair and a relentless pursuit of spreading his own suffering.

Relationship with Lilith:
Taninā€™iver’s relationship with Lilith is one of mutual manipulation and uneasy alliance. Lilith, the devil of lust and deceit, views Taninā€™iver as a useful tool for her own dark schemes. She exploits his desperation and agony, promising him fleeting glimpses of hope or forbidden knowledge in exchange for his service. To her, Taninā€™iver is a means to an end, a weapon to sow chaos and destruction in realms where her influence may not reach directly.

For Taninā€™iver, Lilith represents a complex and duplicitous source of potential salvation and an avenue for furthering his dark experiments. He despises her manipulation but is often too desperate to refuse her bargains. He endures her seductive promises and cruel games, hoping that her devilish insights or forbidden magics might provide a cure for his affliction. Despite his deep-seated hatred for her deceitful nature, Taninā€™iver is bound by his need and often finds himself entangled in Lilithā€™s schemes, his own suffering exacerbated by the devilā€™s machinations. Their relationship is thus a fraught dance of exploitation and false hope, a grim partnership defined by mutual distrust and the pursuit of their own twisted goals.


  • Tanin’iver 5e
  • Tanin’iver Pathfinder
Tanin'iver
My Images (midjourney.com)

Huge Dragon (Fiend), Neutral Evil

Armor Class 23 (Natural Armor)
Hit Points 525 (30d12 + 300)
Speed 40 ft., fly 120 ft. (hover)


STR | DEX | CON | INT | WIS | CHA
36 (+13) | 14 (+2) | 30 (+10) | 22 (+6) | 20 (+5) | 28 (+9)


Saving Throws Str +19, Dex +9, Con +17, Wis +12, Cha +16
Skills Arcana +13, Perception +19, Intimidation +16, Stealth +9
Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 29
Languages Common, Draconic, Infernal, Abyssal, Telepathy 120 ft.
Challenge 30 (155,000 XP)


Traits

Frightful Presence. Each creature of Tanin’iver’s choice within 240 feet of him and aware of him must succeed on a DC 26 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatureā€™s saving throw is successful or the effect ends for it, the creature is immune to Tanin’iverā€™s Frightful Presence for the next 24 hours.

Legendary Resistance (3/Day). If Tanin’iver fails a saving throw, he can choose to succeed instead.

Aura of Decay. Tanin’iver exudes an aura of rot and disease in a 30-foot radius. Any creature that starts its turn in this area must make a DC 25 Constitution saving throw or take 21 (6d6) necrotic damage and become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Negative Energy Affinity. Tanin’iver is healed by necrotic damage. Whenever Tanin’iver would take necrotic damage, he instead regains hit points equal to the amount of damage dealt.

Disease-Bearing Attacks. Tanin’iver’s natural attacks (bite, claw, and tail) inflict a disease on a target. The target must succeed on a DC 27 Constitution saving throw or be afflicted with a disease chosen from the following:

  • Blinding Sickness: The target’s eyes become cloudy, and it has disadvantage on all attack rolls and ability checks that rely on sight.
  • Flesh Rot: The target’s flesh decays, reducing its hit point maximum by 10 every 24 hours. If this disease reduces the target’s hit point maximum to 0, the target dies.
  • Mummy Rot: The target cannot regain hit points, and its hit point maximum is reduced by 10 every 24 hours.

Rotting Breath (Recharge 5ā€“6). Tanin’iver exhales a cloud of decaying energy in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are afflicted with mummy rot (see Disease-Bearing Attacks).


Actions

Multiattack. Tanin’iver can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d10 + 13) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 27 Constitution saving throw or be afflicted with a disease (see Disease-Bearing Attacks).*

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 29 (4d8 + 13) slashing damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 27 Constitution saving throw or be afflicted with a disease (see Disease-Bearing Attacks).*

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage plus 9 (2d8) necrotic damage.*


Legendary Actions

The Taninā€™iver can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureā€™s turn. Taninā€™iver regains spent legendary actions at the start of his turn.

  • Rotting Strike. Taninā€™iver makes one claw or tail attack.
  • Wing Attack (Costs 2 Actions). Taninā€™iver beats his rotting wings. Each creature within 20 feet of him must succeed on a DC 25 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. Taninā€™iver can then fly up to half his flying speed.
  • Infectious Cloud (Costs 3 Actions). Taninā€™iver releases a cloud of disease in a 30-foot radius. Each creature in that area must succeed on a DC 26 Constitution saving throw or be infected with a disease (see Disease-Bearing Attacks).

Reactions

Contagious Strike. When a creature hits Taninā€™iver with a melee attack, the attacker must make a DC 25 Constitution saving throw or be infected with one of the diseases of Taninā€™iverā€™s choice (see Disease-Bearing Attacks).


Lair Actions

On initiative count 20 (losing initiative ties), Taninā€™iver can take a lair action to cause one of the following effects:

  • Plague Wind. A diseased wind fills a 60-foot radius within the lair. Each creature in the area must make a DC 25 Constitution saving throw or take 27 (6d8) necrotic damage and be poisoned for 1 minute.
  • Blighted Ground. A 20-foot radius of ground in the lair becomes blighted. Each creature that starts its turn in that area takes 14 (4d6) necrotic damage. Plants in this area wither and die instantly.
  • Grasping Undead. The ground in a 30-foot radius within the lair erupts with rotting hands. Each creature in that area must succeed on a DC 25 Strength saving throw or be restrained until the end of its next turn.

Regional Effects

The region containing Taninā€™iverā€™s lair is warped by his presence, which creates one or more of the following effects:

  • Diseased Miasma. A cloud of disease lingers within 6 miles of the lair. Beasts and creatures that spend more than 1 hour in this area must succeed on a DC 20 Constitution saving throw or contract a random disease.
  • Plague-ridden Flora and Fauna. Vegetation within 6 miles of the lair is diseased and withered. Beasts in this area become hostile and aggressive, and their attacks carry disease.
  • Aura of Dread. Any humanoid that spends at least 1 hour within 6 miles of the lair experiences vivid nightmares and must succeed on a DC 20 Wisdom saving throw or suffer the effects of a long-term madness.

If Taninā€™iver dies, these effects fade over 1d10 days.


Note: Taninā€™iver is a truly terrifying force of nature, not just a monster but a harbinger of pestilence and decay. His abilities reflect his power over disease and his connection to death and rot. Players facing Taninā€™iver should be prepared for a fight that will test their resolve, strategy, and survival skills to the utmost.

Gustave DorƩ, from Purgatory and Paradise, by Dante Alighieri, Chicago, 1883. Taniniver
Gustave DorƩ, from Purgatory and Paradise, by Dante Alighieri, Chicago, 1883.

This legless, winged, white-eyed dragon is covered in patches of diseased flesh, squirming with maggots and oozing pus.

Source Bestiary 4 pg. 258
Originally posted in Archives of Nethys

Tanin’iver is an evil cosmic entity the steed of Lilith, so he is considered a mechanism by which evil is activated. Though Tanin’iver is castrated, he is still the catalyst for the coupling of Lilith with Samael, a union that brings pestilence into the world.

Taninivers are a degenerate race of diseased dragons. A taniniver’s body is alive but constantly rotting. Wracked by never-ending pain, with the stench of its own decaying flesh so strong it nearly overwhelms the vile creature’s enhanced senses, the foul taniniver spends most of its time in magical research to reverse the progression of its diseases or, failing that, to stave off further deterioration. Taninivers often ally with cults of undeath or Lilith or Samael.

Taniniver CR 18
XP 153,600

NE Huge dragon

Init +4; Senses Darkvision 120 ft., deathwatch; Perception +26

Aura frightful presence (180 ft., DC 25)
DEFENSE
AC 33, touch 8, flat-footed 33 (+25 natural, -2 size)

hp 270 (20d12+140)

Fort +21, Ref +12, Will +15

Defensive Abilities negative energy affinity; DR 15/good and magic; Immune Paralysis, sleep, visual effects; Resist acid 30, cold 30, electricity 30, fire 30; SR 29
OFFENSE
Speed 30 ft., Fly 200 ft. (clumsy)

Melee bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus disease), tail slap +24 (2d8+5 plus disease)

Space 15 ft., Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (60-ft. cone, 1d6 Strength drain plus mummy rot, Fortitude DC 27 negates, usable every 1d4 rounds)

Spell-Like Abilities (CL 20th; concentration +25)

Constant – deathwatch  

3/day – animate dead, inflict serious wounds (DC 18)

1/day – eyebite (DC 21), horrid wilting (DC 23), symbol of pain (DC 20)
STATISTICS
Strength 33, Dexterity 11, Constitution 25, Intelligence 18, Wisdom 17, Charisma 20

Base Atk +20; CMB +33; CMD 43 (can’t be tripped)

Feats Cleave, Combat Reflexes, Critical Focus, Great Fortitude, Improved Initiative, Power Attack, Sickening Critical, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +28, Fly -12, Heal +26, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +26, Sense Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28

Languages Common, Draconic, Undercommon
SPECIAL ABILITIES
Breath Weapon (Ex) A taniniver’s breath weapon is a hideous gray cloud of disease particles. Any creature in the area must succeed at a DC 27 Fortitude save or contract mummy rot. The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Ongoing saving throws against the disease use the dragon’s breath weapon DC. The save DC is Constitution-based.

Disease (Ex) A taniniver’s natural attacks infect its opponent with a random disease from the following list: blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, or shakes. The initial saving throw against these diseases uses the breath weapons’ DC.
ECOLOGY
Environment any land or underground

Organization solitary

Treasure standard
Scroll to Top