so essentially in my world the spell plague was much worse and the tarresque was affected so now it has bat wings, a blow hole, and psionic breath. any advice?
Well, making a tarrasque able to fly and have a breath weapon gives you effectively a very stupid, powerful dragon. Not sure what the blowhole would accomplish but not everything needs game mechanics!
What do you want your tarrasque to do in your world, what role does it serve?
Hmm. I would suggest having it be partially mutated into a leviathan, as well as having wings. That would not only give an excuse for the blowhole, but make it stronger and also give a reason for the psionic attack, because leviathans are known for psychic powers.
Hmm. I would suggest having it be partially mutated into a leviathan, as well as having wings. That would not only give an excuse for the blowhole, but make it stronger and also give a reason for the psionic attack, because leviathans are known for psychic powers.
Leviathan in 5e is a large water elemental .
I made a tarrasque that was designed to deal with some of the common easy ways to fight the tarrasque like walls of force and simply flying out of range. I gave it a "sundering roar" which was basically psychic scream that also suppressed magic for a round in the effected area. That kind of magic suppressing effect I think works great for a spell plague monster.
Another mechanic I also sometimes give chaotic creatures like say demons is damage adaption where they absorb elements once a round or can sacrifice that trait to gain permanent absorption and permanent damage bonus of that type. I used it as a puzzle where you could get opposite element demons to attack each other. You can vary it to get players to co-ordinate attack types. Say with the spell plague tarrasque it could have the adaptive absorption trait but also gain vulnerability to the opposite type. It would still have it's reflection defense and high ac ect... so I don't think vulnerability would be as big a nerf as that normally would be especially if it comes with the ability to heal from one hit a round.
Some other cool abilities from big monsters which are more on the wanton destruction side; the elder tempest's screaming gale, the zaratan's earth shaking movement and the spell earthquake
Hmm. I would suggest having it be partially mutated into a leviathan, as well as having wings. That would not only give an excuse for the blowhole, but make it stronger and also give a reason for the psionic attack, because leviathans are known for psychic powers.
Leviathan in 5e is a large water elemental .
I made a tarrasque that was designed to deal with some of the common easy ways to fight the tarrasque like walls of force and simply flying out of range. I gave it a "sundering roar" which was basically psychic scream that also suppressed magic for a round in the effected area. That kind of magic suppressing effect I think works great for a spell plague monster.
Another mechanic I also sometimes give chaotic creatures like say demons is damage adaption where they absorb elements once a round or can sacrifice that trait to gain permanent absorption and permanent damage bonus of that type. I used it as a puzzle where you could get opposite element demons to attack each other. You can vary it to get players to co-ordinate attack types. Say with the spell plague tarrasque it could have the adaptive absorption trait but also gain vulnerability to the opposite type. It would still have it's reflection defense and high ac ect... so I don't think vulnerability would be as big a nerf as that normally would be especially if it comes with the ability to heal from one hit a round.
Some other cool abilities from big monsters which are more on the wanton destruction side; the elder tempest's screaming gale, the zaratan's earth shaking movement and the spell earthquake
Sorry, not leviathan- I meant aboleth. Thanks for pointing that out.
my reason for the psionic breath weapon was after the spell plague all of the tarresques victims souls entered its lungs so yeah it can raor and make its foes endure the collective agony of multiple civilations worth of dead people
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
The tarrasque is not a throwaway encounter, it's a major plot point and so plot armour will protect it from any mundane deaths like drowning. If the players perform a water control spell to cover its mouth whilst the rogue uses a harness the artificer made to keep it from scraping its mouth clean and it drowns, that's awesome tactics and should be rewarded. If they think they drown it in a lake, then you can pull the old "suddenly, it's back" card out!
It's worth considering what would be cool rather than what will counter a parties efforts to kill it. If it has giant mutant fungi growing along its back and spreads spores when it roars, that's cool, and then you make mechanics for it. Giving it wings "because it couldn't fly" is less cool than giving it wings "because it was magically fused with a hibernating colony of bats, so is covered in tiny wings which, somehow, let it fly".
So, think about what you want to give the tarrasque to make it A: cool and B: make sense in your world, and then make the mechanics. You're starting on a CR30 monster, so you'll be hard pressed to unbalance it too hard!
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
The tarrasque is not a throwaway encounter, it's a major plot point and so plot armour will protect it from any mundane deaths like drowning. If the players perform a water control spell to cover its mouth whilst the rogue uses a harness the artificer made to keep it from scraping its mouth clean and it drowns, that's awesome tactics and should be rewarded. If they think they drown it in a lake, then you can pull the old "suddenly, it's back" card out!
It's worth considering what would be cool rather than what will counter a parties efforts to kill it. If it has giant mutant fungi growing along its back and spreads spores when it roars, that's cool, and then you make mechanics for it. Giving it wings "because it couldn't fly" is less cool than giving it wings "because it was magically fused with a hibernating colony of bats, so is covered in tiny wings which, somehow, let it fly".
So, think about what you want to give the tarrasque to make it A: cool and B: make sense in your world, and then make the mechanics. You're starting on a CR30 monster, so you'll be hard pressed to unbalance it too hard!
thank you your very right i will definitely use the advice.
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
The tarrasque is very hard to drown. With a 30 con even if it didn't get to hold its breath for some reason it would have 10 rounds ( basically an entire combat) before it suffocated. If it did get to hold its breath then it can hold it for 11 minutes plenty long enough to outlast any spell. Not to mention, drowning is an immensely difficult thing to pull off. If you did some how get it under water, all creatures can swim half their speed with the tarrasque and its legendary actions that will be 70ft a round of swimming if it uses its legendary actions and dashes which it would if it was drowning. That means the water needs to be at least 700ft deep if they don't have a way to restrain it down there or 77000ft if it gets to hold it's breath.
The kinds of effects that could pull this off are things like gate, true polymorph and imprisonment. So we are talking the highest tier of abilities probably involving burning a bunch of legendary resistances before hand or going to an immensely dangerous environment for a chance to kill it.
I wouldn't worry about it and frankly if my players pulled it off, I'd be proud.
I think that adding a breath weapon and wings together makes the Tarrasque not a Tarrasque. Once a creature has both of those, its main tactic should be to fly in, breathe, and then fly away again. This is very at odds with the Tarrasque, which is a kind of "Kong smash!" creature. I would not bother with the wings, personally, as it loses its iconic nature.
I love the idea of the psychic breath weapon though, unleashing the agony of its rampages is very cool.
To give it something that works against airborne opponents, just let the Tarrasque spend its action throwing chunks of destroyed buildings, trees, or just boulders ripped from the ground. I'd suggest allowing it to throw two objects with +19 to hit, dealing 4d12+10 bludgeoning damage. Additionally, give it a trait called Overpowering Brutality that makes all of the Tarrasque's attacks, close and ranged, count as magical to show that it's just that powerful.
I think that adding a breath weapon and wings together makes the Tarrasque not a Tarrasque. Once a creature has both of those, its main tactic should be to fly in, breathe, and then fly away again. This is very at odds with the Tarrasque, which is a kind of "Kong smash!" creature. I would not bother with the wings, personally, as it loses its iconic nature.
I love the idea of the psychic breath weapon though, unleashing the agony of its rampages is very cool.
To give it something that works against airborne opponents, just let the Tarrasque spend its action throwing chunks of destroyed buildings, trees, or just boulders ripped from the ground. I'd suggest allowing it to throw two objects with +19 to hit, dealing 4d12+10 bludgeoning damage. Additionally, give it a trait called Overpowering Brutality that makes all of the Tarrasque's attacks, close and ranged, count as magical to show that it's just that powerful.
With the size of the object it's throw,I'd make it a dexterity save to dodge it! it is not for the tarrasque to hit you, it if for you to avoid being hit!
I want you to give me credit for what I'm about to say whether you use it or not I'm fine either way, a new form of lycanthropes called werresques was a side effect of the plague spell that was because of a vampire domain, an aberration, or other strange thing being in contact with the tarresque at the time of the plague cast/effect.
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
If you wanted it to breathe underwater, you could gives it gills instead of a blowhole, as blowholes don't let things breathe underwater. But hey, it's D&D, go nuts.
It would also be very tough to drown the tarrasque, especially with a 30 CON. Any time it would take to even begin suffocating would take maybe as long as the combat.
Give the Tarrasque a ranged attack, max range of 400 feet, problem solved for flying ranged attackers, which you'll get if they are fighting Tarrasques. Everyone will be flying with Longbows at 300' even with disadvantage. It burrows underground and the players fly away. Rinse and repeat, they will chose not to allow it to attack.
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so essentially in my world the spell plague was much worse and the tarresque was affected so now it has bat wings, a blow hole, and psionic breath. any advice?
What sort of advice are you after? Making the homebrew monster, or running it, or more ideas for it to be different?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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is it good and ideas for more differant
Well, making a tarrasque able to fly and have a breath weapon gives you effectively a very stupid, powerful dragon. Not sure what the blowhole would accomplish but not everything needs game mechanics!
What do you want your tarrasque to do in your world, what role does it serve?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Hmm. I would suggest having it be partially mutated into a leviathan, as well as having wings. That would not only give an excuse for the blowhole, but make it stronger and also give a reason for the psionic attack, because leviathans are known for psychic powers.
Leviathan in 5e is a large water elemental .
I made a tarrasque that was designed to deal with some of the common easy ways to fight the tarrasque like walls of force and simply flying out of range. I gave it a "sundering roar" which was basically psychic scream that also suppressed magic for a round in the effected area. That kind of magic suppressing effect I think works great for a spell plague monster.
Another mechanic I also sometimes give chaotic creatures like say demons is damage adaption where they absorb elements once a round or can sacrifice that trait to gain permanent absorption and permanent damage bonus of that type. I used it as a puzzle where you could get opposite element demons to attack each other. You can vary it to get players to co-ordinate attack types. Say with the spell plague tarrasque it could have the adaptive absorption trait but also gain vulnerability to the opposite type. It would still have it's reflection defense and high ac ect... so I don't think vulnerability would be as big a nerf as that normally would be especially if it comes with the ability to heal from one hit a round.
Some other cool abilities from big monsters which are more on the wanton destruction side; the elder tempest's screaming gale, the zaratan's earth shaking movement and the spell earthquake
Sorry, not leviathan- I meant aboleth. Thanks for pointing that out.
my reason for the psionic breath weapon was after the spell plague all of the tarresques victims souls entered its lungs so yeah it can raor and make its foes endure the collective agony of multiple civilations worth of dead people
but like the idea of fusing it with elementals. thanks
to answer thoruck, i added wings because the monster manual said it stood like an avian so logically a mutant tarresque would have wings. but good point on the blow hole though i just did not want my players to drown the tarresque but its strong it can live your right
The tarrasque is not a throwaway encounter, it's a major plot point and so plot armour will protect it from any mundane deaths like drowning. If the players perform a water control spell to cover its mouth whilst the rogue uses a harness the artificer made to keep it from scraping its mouth clean and it drowns, that's awesome tactics and should be rewarded. If they think they drown it in a lake, then you can pull the old "suddenly, it's back" card out!
It's worth considering what would be cool rather than what will counter a parties efforts to kill it. If it has giant mutant fungi growing along its back and spreads spores when it roars, that's cool, and then you make mechanics for it. Giving it wings "because it couldn't fly" is less cool than giving it wings "because it was magically fused with a hibernating colony of bats, so is covered in tiny wings which, somehow, let it fly".
So, think about what you want to give the tarrasque to make it A: cool and B: make sense in your world, and then make the mechanics. You're starting on a CR30 monster, so you'll be hard pressed to unbalance it too hard!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
thank you your very right i will definitely use the advice.
The tarrasque is very hard to drown. With a 30 con even if it didn't get to hold its breath for some reason it would have 10 rounds ( basically an entire combat) before it suffocated. If it did get to hold its breath then it can hold it for 11 minutes plenty long enough to outlast any spell. Not to mention, drowning is an immensely difficult thing to pull off. If you did some how get it under water, all creatures can swim half their speed with the tarrasque and its legendary actions that will be 70ft a round of swimming if it uses its legendary actions and dashes which it would if it was drowning. That means the water needs to be at least 700ft deep if they don't have a way to restrain it down there or 77000ft if it gets to hold it's breath.
The kinds of effects that could pull this off are things like gate, true polymorph and imprisonment. So we are talking the highest tier of abilities probably involving burning a bunch of legendary resistances before hand or going to an immensely dangerous environment for a chance to kill it.
I wouldn't worry about it and frankly if my players pulled it off, I'd be proud.
yes good point
I think that adding a breath weapon and wings together makes the Tarrasque not a Tarrasque. Once a creature has both of those, its main tactic should be to fly in, breathe, and then fly away again. This is very at odds with the Tarrasque, which is a kind of "Kong smash!" creature. I would not bother with the wings, personally, as it loses its iconic nature.
I love the idea of the psychic breath weapon though, unleashing the agony of its rampages is very cool.
To give it something that works against airborne opponents, just let the Tarrasque spend its action throwing chunks of destroyed buildings, trees, or just boulders ripped from the ground. I'd suggest allowing it to throw two objects with +19 to hit, dealing 4d12+10 bludgeoning damage. Additionally, give it a trait called Overpowering Brutality that makes all of the Tarrasque's attacks, close and ranged, count as magical to show that it's just that powerful.
With the size of the object it's throw,I'd make it a dexterity save to dodge it! it is not for the tarrasque to hit you, it if for you to avoid being hit!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I want you to give me credit for what I'm about to say whether you use it or not I'm fine either way, a new form of lycanthropes called werresques was a side effect of the plague spell that was because of a vampire domain, an aberration, or other strange thing being in contact with the tarresque at the time of the plague cast/effect.
i have finished it if you cant find it im sorry im new, its name is mutant tarresque
If you wanted it to breathe underwater, you could gives it gills instead of a blowhole, as blowholes don't let things breathe underwater. But hey, it's D&D, go nuts.
It would also be very tough to drown the tarrasque, especially with a 30 CON. Any time it would take to even begin suffocating would take maybe as long as the combat.
SAUCE!!!!!!!!!!!!!!!!!
Give the Tarrasque a ranged attack, max range of 400 feet, problem solved for flying ranged attackers, which you'll get if they are fighting Tarrasques. Everyone will be flying with Longbows at 300' even with disadvantage. It burrows underground and the players fly away. Rinse and repeat, they will chose not to allow it to attack.