Legendary Resistance(3/day).If the Tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance.The Tarrasque has advantage on saving throws against spells and other magical effects.
Bedrock Carapace.The shell atop the Tarrasque is nigh unbreakable.Attacks on the Tarrasque’s head or Torso from above treat the Tarrasque’s armor class as 30, and such attacks to not automatically hit on a roll of 20 or a critical hit.
Siege Monster.The Tarrasque deals double damage to objects and structures.Additionally, the Tarrasque’s attacks count as magical for the purposes of ignoring immunities and resistances to nonmagical damage.
Earthbound Aura.All creatures and objects within 150 feet of the Tarrasque experience intense gravity, causing all falling damage within this area to be doubled.
Creatures with nonmagical flying speeds that end their turn within this aura must make a DC 20 Strength Saving throw or have their flying speed reduced to 1 foot until they leave the aura, and are pulled 100 feet toward the ground if they were above the ground.On a success, a flying creature is able to fly at a quarter of its flying speed(minimum of 5 feet) until the end of its next turn.If such a creature fails the saving throw by 5 or more, it immediately plummets to the ground.Creatures with magical means of flying are instead subject to the earthbind spell (Save DC 20) every round on initiative count 20.
This aura halves the walking and climbing speed of creatures on the ground, and swimming creatures are treated as flying creatures are, but in liquid instead of air.
Colossal.The Tarrasque’s hit points are split between its body parts, each of which are also gargantuan in size.Its arms each have 75 hit points, its legs each have 125 hit points, its tail has 100 hit points, its torso has 220 hit points, and its head has 200 hit points.Each can be treated as a separate target and damaged separately.If an attack is made from a body part, treat the range of the attack as starting from that body part.
Once a body part has been reduced to 0 hit points, its corresponding attack cannot be used until it has at least one hit point.If one of the Tarrasque’s legs is reduced to 0 hit points, its speed is halved until the leg regains at least one hit point.If both legs are reduced to 0 hit points, its speed becomes 0 and it falls prone in its space, subjecting all creatures beneath it to its Crush action.A body part cannot be completely destroyed unless it takes 100 damage after being reduced to 0 hit points before it regains hit points.The Head and Torso cannot be destroyed unless the previous criteria are met and a Wish spell is used to destroy the Head or Torso before the end of the Tarrasque’s next turn.Destroying the Head or Torso is the only way to kill the Tarrasque.
On its turn, the Tarrasque can only move once, by stepping with one of its legs.It cannot step to a point within 20 feet of its other foot.Each creature under the Tarrasque’s foot after it steps must make a DC 20 Dexterity saving throw or take 44(8d10) bludgeoning damage and be knocked prone and restrained by the foot.On a successful save, the creature takes no damage and is not knocked prone or restrained, and is pushed out of the foot’s space.Objects and structures the Tarrasque steps on take 50 points of bludgeoning damage.
Doomsday.The Tarrasque has only one goal in its mind:To destroy all dragons.It will destroy everything in the way of that goal.The Tarrasque knows the distance and direction to each dragon on the plane of existence it currently is on, along with what types of dragons remain.
If the Tarrasque reaches a point within 1 mile of a dragon, it lets loose a roar.Each creature within 1 mile of the Tarrasque when it makes this roar must make a DC 29 Wisdom saving throw or be frightened for 24 hours.A creature that fails this save by 10 or more is also paralyzed while frightened.A creature that failed the initial saving throw can repeat the saving throw every minute, ending the effect completely on a success and ending the paralysis on a roll of 20 or more.Creatures normally immune to being frightened are still subject to this effect.
A creature within 100 feet of the Tarrasque when it roars takes 10 points of thunder damage and is deafened until it receives at least 10 points of magical healing.
Regeneration.The Tarrasque’s most damaged body part regains 50 hit points at the end of each of its turns.It can regenerate a destroyed body part over the course of 1 hour, unless that body part is its torso or head.
Actions
Multiattack.The Tarrasque makes two Claw attacks and uses Tail.Alternatively, it makes Bite attack followed by a Horns attack.
Bite(Head).Melee Weapon Attack: +19 to hit, reach 15 ft., all targets in a 20 foot cube.Hit: 98(16d10+10) piercing damage, and each target is grappled.While grappled in this way, a creature is also restrained.Until its mouth is empty, the Tarrasque cannot make another Bite attack.The Tarrasque cannot attack a creature grappled in this way except with Swallow.
Claw(Arm).Melee Weapon Attack: +19 to hit, reach 30 ft., all targets within a 15 foot cone.Hit: 46(8d8+10) slashing damage.
Horns(Head).Melee Weapon Attack: +19 to hit, reach 10 ft., all targets in a 20 foot cube.Hit: 87(14d10) Piercing damage.
Tail(Tail).Each creature within a 60 foot cone containing the Tarrasque’s entire tail must make a DC 20 Dexterity saving throw or take 38(8d6+10) bludgeoning damage and be knocked prone.Objects and structures within this area take 50 bludgeoning damage.
Swallow(Head).Melee Weapon Attack:+19 to hit, reach 0 ft.,all targets in the Tarrasque’s mouth.Hit:142(24d10+10) piercing damage, the target is swallowed, and the grapple ends.While swallowed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the Tarrasque, and it takes 140 (40d6) acid damage at the start of each of the Tarrasque’s turns.
If the Tarrasque takes 150 damage or more on a single turn from a creature inside it, the Tarrasque must succeed on a DC 30 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Tarrasque, taking fall damage if the Tarrasque’s mouth was high enough. If the Tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Crush(Torso, both Legs).The Tarrasque falls prone in its space and crushes everything under it.Each creature under the Tarrasque must make a DC 25 Dexterity saving throw, taking 110(20d10) bludgeoning damage on a failure, and half as much on a success.Objects and structures within this area take 150 points of bludgeoning damage.
Ray of Non-Existence(1/day, Head).The Tarrasque opens its mouth, releasing all creatures grappled by its Bite.It begins charging a magical ray of epic proportions, choosing the targeted area when it takes this action.At the start of its next turn, it can either choose to suppress the ray, retaining the use of it, or release the ray.
When released, the ray extends in a 1 mile long, 50 foot thick line that starts at the Tarrasque’s head.Each creature in the area must make a DC 20 Dexterity saving throw.A creature takes 200 force damage on a failed save, or half as much on a successful one.If a creature fails the save by 5 or more, or if it is reduced to 0 hit points by the ray, it is destroyed and reduced to dust.A creature turned to dust by the ray cannot be resurrected, even with a wish.All nonmagical objects, structures, and terrain within the ray are completely destroyed, as well as magical objects that are not artifacts.
Immediately after releasing the ray, the Tarrasque’s head takes 30 force damage and the Tarrasque is incapacitated until the end of its next turn.
(Revised Tarrasque stat block above. I'm pretty sure this is allowed because the Tarrasque is free to use)
Hello! This is a thread where you can post your revised stat blocks for monsters and then tell everyone why you changed what you did. I am unsure of if it belongs on the DM page or not, but I'm just gonna put it here for now.
Alright, onto my explanation!
1. The Connection to Dragons(Optional)
So first of all, some of you might notice that the Tarrasque now has an alignment. This is because although big smash monsters are cool, they can be boring if that's all they are. Since dragons are a prominent threat in my campaign, I decided that the Tarrasque was the gods' weapon if the dragons threatened to destroy the world. It follows this goal with a singleminded purpose, not caring if the people in its way are good or evil, lawful or chaotic. You might also see that I gave the Tarrasque resistance to damage from dragons and immunity to the damage commonly dealt by a dragon's breath weapons. This is so the Tarrasque is not susceptible to being cheesed by breath weapons, though the earthbound aura helps with that too. Finally, I gave it a trait called doomsday that allowed it to track dragons to the ends of the earth and to let out a terrifying roar that shake people down to their core whenever it gets close to a dragon. If you would like to run the Revised Tarrasque without any of the connection to dragons, the things noted above are all you need to change.
(You might also want to change the way the weapon immunity is listed. That's specific to my campaign so you could just make it how the default stat block has it.)
2. Making it BIGGER
I made a few changes to the Tarrasque's base stats, but this includes mostly things like increasing its hit points and speed. I also made it immune to being stunned because I don't want a high level monk to be able to remove its legendary resistance super easily. Something that I'm still on the fence about is whether it should have proficiency in all saving throws or not. You could easily remove that portion if you don't want it to be pretty much immune to strength and constitution saving throws. However, I do think that proficiency in dexterity saves should stay. Speaking of dexterity, I lowered that stat. It's a giant kaiju, it's not gonna dodge stuff! Sure, it should be able to resist a lightning bolt more easily, and that's why I gave it proficiency, but I don't think a giant T-rex with a shell and long arms should be as dextrous as the average person.
If you go down a bit to its traits I also gave it Colossal, which truly makes it a final boss. Each of its body parts have a separate pool of hit points, and each are gargantuan in size. You can render a body part unusable by reducing it to 0 hit points, but you can't destroy it unless you reduce it to effectively negative one hundred hit points. And this is all before the end of its next turn, because this monster has regeneration now! As in previous editions(Though I've never played), a wish is needed to kill the Tarrasque, to destroy either its head or torso before it regenerates.
It can also step on people now! What fun! I did, however, make it so that the party is able to hide under the Tarrasque between its legs by making the legs unable to step close to each other. However, don't give the Tarrasque a free turn or it'll just squash all of you with its Crush action!
All of these changes are focused on making the Tarrasque bigger than its description in the Monster Manual. I'm talking about making it about a hundred and forty feet in length and about ninety feet tall. That feels worthy of calling this baddie a titan.
One final change I made to make the Tarrasque feel bigger is to reduce the number of attacks it could make in a turn and instead make all of its attacks AoE and deal more damage. The damage should be roughly the same, but it evokes a better "SMASH BUILDINGS AND CRUSH CIVILIZATIONS" feel than the current one, which is, "O boi I can attack five commoners this turn!"
(As a note, I chose the damage for swallow directly from the DM's Guide for improvising damage. I think a Tarrasque chewing on you qualifies for "Being crushed in the jaws of a godlike creature or moon-sized monster")
3. Repairing the notable weaknesses from the old Tarrasque
So, the old Tarrasque was a bit weak to cheesing. Rules as written, an Aaracockra(Hope I spelled that right) with a magical bow or sacred flame could kill the Tarrasque, since it had no ranged attacks of its own. Now to fix this, I didn't give it a consistent ranged attack. I gave it a couple features to defend against such cheesing. One, I gave it Regeneration and Bedrock Carapace(Name still pending). Regeneration on its own helps with the idea that a single low-level flying creature could kill a godlike titan. Bedrock Carapace replaced reflective carapace, which felt super out of place to me, as it affected spells like lightning bolt, but not disintegrate. This one helps against the idea that low level creatures could even scratch the Tarrasque's shell.
Secondly, I gave the Tarrasque Earthbound Aura. I don't know exactly how this worked in previous editions, but I did not hold back here. You're a flying creature? You're not getting away. I also had it affect swimming creatures because it just made sense. Something I really liked to put in was the fact that falling damage was a lot less forgiving. You want to try and get on the Tarrasque's back to find a chink in its armor? You better not fall off or you're taking 100+ points of falling damage.
Finally, I noticed that the Tarrasque didn't really have that bosslike ULTIMATE ABILITY. You can probably remove this, but I gave the Tarrasque a once a day death ray that goes a mile. This is so that if it encounters an army that is somehow beating it, it can just wipe out the majority of that army over the course of two turns. I did give this ability a healthy drawback, though.
And that's my reasoning for my changes! I can't wait to see what you all have made!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Alert. The better assassin has an additional +5 Bonus to initiative rolls, cannot be surprised unless Unconscious, and other creatures don’t gain advantage on attack rolls against it as a result of being unseen.
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Blind Senses. The better assassin can't use its Blindsight whileDeafened.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the better assassin deals an extra 28 (8d6)damage when it 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack. The better assassin makes two melee attacks, or two ranged attacks.
+1 Shortsword. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.
Longbow. Ranged Weapon Attack:+10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.
Bonus Actions
Cunning Action. On each of its turns, the better assassin can use a bonus action to take the Dash, Disengage or Hide action.
Reactions
Uncanny Dodge. When a creature the better assassin can see hits it with an attack, the better assassin can use its reaction to halve the attack’s damage against it.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Revised Tarrasque
Gargantuan Monstrosity(titan), Neutral
_______
Armor Class 25 (natural armor)
Hit Points 820 (40d20 + 400)
Speed 60 ft.
STR:30(+10) DEX:8(-1) CON:30(+10) INT:3(-4) WIS:11(0) CHA:11(0)
_______
Saving Throws STR +19, DEX +8, CON +19, INT +5, Wis +9, CHA +9
Damage Resistances damage dealt by dragons
Damage Immunities Bludgeoning, Piercing, and Slashing from non-artifact weapons; Acid Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 120 ft., passive Perception 10
Languages none
Challenge 30(155,000 XP)
_______
Legendary Resistance(3/day). If the Tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Tarrasque has advantage on saving throws against spells and other magical effects.
Bedrock Carapace. The shell atop the Tarrasque is nigh unbreakable. Attacks on the Tarrasque’s head or Torso from above treat the Tarrasque’s armor class as 30, and such attacks to not automatically hit on a roll of 20 or a critical hit.
Siege Monster. The Tarrasque deals double damage to objects and structures. Additionally, the Tarrasque’s attacks count as magical for the purposes of ignoring immunities and resistances to nonmagical damage.
Earthbound Aura. All creatures and objects within 150 feet of the Tarrasque experience intense gravity, causing all falling damage within this area to be doubled.
Creatures with nonmagical flying speeds that end their turn within this aura must make a DC 20 Strength Saving throw or have their flying speed reduced to 1 foot until they leave the aura, and are pulled 100 feet toward the ground if they were above the ground. On a success, a flying creature is able to fly at a quarter of its flying speed(minimum of 5 feet) until the end of its next turn. If such a creature fails the saving throw by 5 or more, it immediately plummets to the ground. Creatures with magical means of flying are instead subject to the earthbind spell (Save DC 20) every round on initiative count 20.
This aura halves the walking and climbing speed of creatures on the ground, and swimming creatures are treated as flying creatures are, but in liquid instead of air.
Colossal. The Tarrasque’s hit points are split between its body parts, each of which are also gargantuan in size. Its arms each have 75 hit points, its legs each have 125 hit points, its tail has 100 hit points, its torso has 220 hit points, and its head has 200 hit points. Each can be treated as a separate target and damaged separately. If an attack is made from a body part, treat the range of the attack as starting from that body part.
Once a body part has been reduced to 0 hit points, its corresponding attack cannot be used until it has at least one hit point. If one of the Tarrasque’s legs is reduced to 0 hit points, its speed is halved until the leg regains at least one hit point. If both legs are reduced to 0 hit points, its speed becomes 0 and it falls prone in its space, subjecting all creatures beneath it to its Crush action. A body part cannot be completely destroyed unless it takes 100 damage after being reduced to 0 hit points before it regains hit points. The Head and Torso cannot be destroyed unless the previous criteria are met and a Wish spell is used to destroy the Head or Torso before the end of the Tarrasque’s next turn. Destroying the Head or Torso is the only way to kill the Tarrasque.
On its turn, the Tarrasque can only move once, by stepping with one of its legs. It cannot step to a point within 20 feet of its other foot. Each creature under the Tarrasque’s foot after it steps must make a DC 20 Dexterity saving throw or take 44(8d10) bludgeoning damage and be knocked prone and restrained by the foot. On a successful save, the creature takes no damage and is not knocked prone or restrained, and is pushed out of the foot’s space. Objects and structures the Tarrasque steps on take 50 points of bludgeoning damage.
Doomsday. The Tarrasque has only one goal in its mind: To destroy all dragons. It will destroy everything in the way of that goal. The Tarrasque knows the distance and direction to each dragon on the plane of existence it currently is on, along with what types of dragons remain.
If the Tarrasque reaches a point within 1 mile of a dragon, it lets loose a roar. Each creature within 1 mile of the Tarrasque when it makes this roar must make a DC 29 Wisdom saving throw or be frightened for 24 hours. A creature that fails this save by 10 or more is also paralyzed while frightened. A creature that failed the initial saving throw can repeat the saving throw every minute, ending the effect completely on a success and ending the paralysis on a roll of 20 or more. Creatures normally immune to being frightened are still subject to this effect.
A creature within 100 feet of the Tarrasque when it roars takes 10 points of thunder damage and is deafened until it receives at least 10 points of magical healing.
Regeneration. The Tarrasque’s most damaged body part regains 50 hit points at the end of each of its turns. It can regenerate a destroyed body part over the course of 1 hour, unless that body part is its torso or head.
Actions
Multiattack. The Tarrasque makes two Claw attacks and uses Tail. Alternatively, it makes Bite attack followed by a Horns attack.
Bite(Head). Melee Weapon Attack: +19 to hit, reach 15 ft., all targets in a 20 foot cube. Hit: 98(16d10+10) piercing damage, and each target is grappled. While grappled in this way, a creature is also restrained. Until its mouth is empty, the Tarrasque cannot make another Bite attack. The Tarrasque cannot attack a creature grappled in this way except with Swallow.
Claw(Arm). Melee Weapon Attack: +19 to hit, reach 30 ft., all targets within a 15 foot cone. Hit: 46(8d8+10) slashing damage.
Horns(Head). Melee Weapon Attack: +19 to hit, reach 10 ft., all targets in a 20 foot cube. Hit: 87(14d10) Piercing damage.
Tail(Tail). Each creature within a 60 foot cone containing the Tarrasque’s entire tail must make a DC 20 Dexterity saving throw or take 38(8d6+10) bludgeoning damage and be knocked prone. Objects and structures within this area take 50 bludgeoning damage.
Swallow(Head). Melee Weapon Attack: +19 to hit, reach 0 ft., all targets in the Tarrasque’s mouth. Hit: 142(24d10+10) piercing damage, the target is swallowed, and the grapple ends. While swallowed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the Tarrasque, and it takes 140 (40d6) acid damage at the start of each of the Tarrasque’s turns.
If the Tarrasque takes 150 damage or more on a single turn from a creature inside it, the Tarrasque must succeed on a DC 30 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Tarrasque, taking fall damage if the Tarrasque’s mouth was high enough. If the Tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Crush(Torso, both Legs). The Tarrasque falls prone in its space and crushes everything under it. Each creature under the Tarrasque must make a DC 25 Dexterity saving throw, taking 110(20d10) bludgeoning damage on a failure, and half as much on a success. Objects and structures within this area take 150 points of bludgeoning damage.
Ray of Non-Existence(1/day, Head). The Tarrasque opens its mouth, releasing all creatures grappled by its Bite. It begins charging a magical ray of epic proportions, choosing the targeted area when it takes this action. At the start of its next turn, it can either choose to suppress the ray, retaining the use of it, or release the ray.
When released, the ray extends in a 1 mile long, 50 foot thick line that starts at the Tarrasque’s head. Each creature in the area must make a DC 20 Dexterity saving throw. A creature takes 200 force damage on a failed save, or half as much on a successful one. If a creature fails the save by 5 or more, or if it is reduced to 0 hit points by the ray, it is destroyed and reduced to dust. A creature turned to dust by the ray cannot be resurrected, even with a wish. All nonmagical objects, structures, and terrain within the ray are completely destroyed, as well as magical objects that are not artifacts.
Immediately after releasing the ray, the Tarrasque’s head takes 30 force damage and the Tarrasque is incapacitated until the end of its next turn.
(Revised Tarrasque stat block above. I'm pretty sure this is allowed because the Tarrasque is free to use)
Hello! This is a thread where you can post your revised stat blocks for monsters and then tell everyone why you changed what you did. I am unsure of if it belongs on the DM page or not, but I'm just gonna put it here for now.
Alright, onto my explanation!
1. The Connection to Dragons(Optional)
So first of all, some of you might notice that the Tarrasque now has an alignment. This is because although big smash monsters are cool, they can be boring if that's all they are. Since dragons are a prominent threat in my campaign, I decided that the Tarrasque was the gods' weapon if the dragons threatened to destroy the world. It follows this goal with a singleminded purpose, not caring if the people in its way are good or evil, lawful or chaotic. You might also see that I gave the Tarrasque resistance to damage from dragons and immunity to the damage commonly dealt by a dragon's breath weapons. This is so the Tarrasque is not susceptible to being cheesed by breath weapons, though the earthbound aura helps with that too. Finally, I gave it a trait called doomsday that allowed it to track dragons to the ends of the earth and to let out a terrifying roar that shake people down to their core whenever it gets close to a dragon. If you would like to run the Revised Tarrasque without any of the connection to dragons, the things noted above are all you need to change.
(You might also want to change the way the weapon immunity is listed. That's specific to my campaign so you could just make it how the default stat block has it.)
2. Making it BIGGER
I made a few changes to the Tarrasque's base stats, but this includes mostly things like increasing its hit points and speed. I also made it immune to being stunned because I don't want a high level monk to be able to remove its legendary resistance super easily. Something that I'm still on the fence about is whether it should have proficiency in all saving throws or not. You could easily remove that portion if you don't want it to be pretty much immune to strength and constitution saving throws. However, I do think that proficiency in dexterity saves should stay. Speaking of dexterity, I lowered that stat. It's a giant kaiju, it's not gonna dodge stuff! Sure, it should be able to resist a lightning bolt more easily, and that's why I gave it proficiency, but I don't think a giant T-rex with a shell and long arms should be as dextrous as the average person.
If you go down a bit to its traits I also gave it Colossal, which truly makes it a final boss. Each of its body parts have a separate pool of hit points, and each are gargantuan in size. You can render a body part unusable by reducing it to 0 hit points, but you can't destroy it unless you reduce it to effectively negative one hundred hit points. And this is all before the end of its next turn, because this monster has regeneration now! As in previous editions(Though I've never played), a wish is needed to kill the Tarrasque, to destroy either its head or torso before it regenerates.
It can also step on people now! What fun! I did, however, make it so that the party is able to hide under the Tarrasque between its legs by making the legs unable to step close to each other. However, don't give the Tarrasque a free turn or it'll just squash all of you with its Crush action!
All of these changes are focused on making the Tarrasque bigger than its description in the Monster Manual. I'm talking about making it about a hundred and forty feet in length and about ninety feet tall. That feels worthy of calling this baddie a titan.
One final change I made to make the Tarrasque feel bigger is to reduce the number of attacks it could make in a turn and instead make all of its attacks AoE and deal more damage. The damage should be roughly the same, but it evokes a better "SMASH BUILDINGS AND CRUSH CIVILIZATIONS" feel than the current one, which is, "O boi I can attack five commoners this turn!"
(As a note, I chose the damage for swallow directly from the DM's Guide for improvising damage. I think a Tarrasque chewing on you qualifies for "Being crushed in the jaws of a godlike creature or moon-sized monster")
3. Repairing the notable weaknesses from the old Tarrasque
So, the old Tarrasque was a bit weak to cheesing. Rules as written, an Aaracockra(Hope I spelled that right) with a magical bow or sacred flame could kill the Tarrasque, since it had no ranged attacks of its own. Now to fix this, I didn't give it a consistent ranged attack. I gave it a couple features to defend against such cheesing. One, I gave it Regeneration and Bedrock Carapace(Name still pending). Regeneration on its own helps with the idea that a single low-level flying creature could kill a godlike titan. Bedrock Carapace replaced reflective carapace, which felt super out of place to me, as it affected spells like lightning bolt, but not disintegrate. This one helps against the idea that low level creatures could even scratch the Tarrasque's shell.
Secondly, I gave the Tarrasque Earthbound Aura. I don't know exactly how this worked in previous editions, but I did not hold back here. You're a flying creature? You're not getting away. I also had it affect swimming creatures because it just made sense. Something I really liked to put in was the fact that falling damage was a lot less forgiving. You want to try and get on the Tarrasque's back to find a chink in its armor? You better not fall off or you're taking 100+ points of falling damage.
Finally, I noticed that the Tarrasque didn't really have that bosslike ULTIMATE ABILITY. You can probably remove this, but I gave the Tarrasque a once a day death ray that goes a mile. This is so that if it encounters an army that is somehow beating it, it can just wipe out the majority of that army over the course of two turns. I did give this ability a healthy drawback, though.
And that's my reasoning for my changes! I can't wait to see what you all have made!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Here’s an assassin that I supercharged because the basic one is kinda meh for a tier-2 party:
Additional Proficiencies. Disguise Kit, Poisoner's Kit, Thieves' Tools.
Alert. The better assassin has an additional +5 Bonus to initiative rolls, cannot be surprised unless Unconscious, and other creatures don’t gain advantage on attack rolls against it as a result of being unseen.
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Blind Senses. The better assassin can't use its Blindsight whileDeafened.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the better assassin deals an extra 28 (8d6)damage when it 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The better assassin makes two melee attacks, or two ranged attacks.
+1 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.
Cunning Action. On each of its turns, the better assassin can use a bonus action to take the Dash, Disengage or Hide action.
Uncanny Dodge. When a creature the better assassin can see hits it with an attack, the better assassin can use its reaction to halve the attack’s damage against it.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
I’ll pro’ly post more later.
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