Which honestly shows just how weak damage resistance/immunity is in 5E. A Moon-Touched Sword is just as capable of wounding the Tarrasque as the Axe of the Dwarvish Lords, since they both count as magic weapons.
I mean, an Axe of Dwarvish Lords is a +3 weapon, so it is objectively far better at both hitting and doing damage to the Tarrasque than a Moon-Touched Sword. Really the resistance/immunity to mundane damage is probably more a justification for why you need to send out PCs to deal with such monsters instead of an army, as the intent behind magic weapons is they’re scarce enough that most nations on the scale D&D uses couldn’t possibly find or afford enough to outfit a full fighting force. I also wouldn’t fault a DM for excluding the common cosmetic weapons from meeting the condition in any case.
The point is that RAW, it doesn't matter whether you're equipped with the weakest magic weapon in the game or an artifact, the Tarrasque's immunity to damage is vulnerable to both. It's not like older editions where you needed a +5 weapon or an Epic magic weapon. And that carries on to other monsters, too- there's nothing you need a holy weapon against, or a magical cold iron one, or any other options.
Point, but honestly that kind of detail seems better as an optional rule if the group wants some more crunch; it seems more likely to either create contrived situations where the DM has to arrange for the party to have the appropriate gear ahead of time or cause the party to find out over half of the weapon users are no good against a particular monster, particularly given that 5e’s magic weapon spells are all single target and concentration.
Maybe give the Tarrasque a breath weapon? Something like
_________ Breath (Recharge 6). The Tarrasque exhales ____ in a 60-foot cone. Each creature in that area must make a DC 18 ______ saving throw, taking 56 (16d6) ______ damage on a failed save, or half as much damage on a successful one.
I'm not sure what the damage type should be, but this might be a useful deterrant to just flying above it and shooting it with your magic bow until it dies.
A sixty foot range isn't really sufficient if that's your objective. A cone-shaped breath weapon with a 120 range would be more effective for that and keep up with the CR being 30. I'd also go with 20d10 as the base damage.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Charger. If the Tarrasque moves at least 20' towards a target and then hits it with a Horns attack on the same turn, the target takes an additional 22 (4d10) piercing damage and must make a Strength save (DC 27) or be knocked prone.
Damage Threshold. If damage to the Tarrasque from a single character or other effect is less than 30 in a single action, the Tarrasque takes no damage.
Elder of Annihilation. The Tarrasque's damage cannot be reduced by resistance or immunity. If the Tarrasque attacks a force object, that object is destroyed.
Juggernaut. No form of terrain costs the Tarrasque extra movement to pass through. No effect can reduce the Tarrasque's speed. The Tarrasque may use its burrow speed to move through solid objects as long as they are no tougher than stone.
Legendary Recovery. If the Tarrasque takes no action on its turn, or has its action compelled by an external effect, it reduces the duration of any number of effects on it by one round and may make a new save against any remaining effects, even if that effect does not normally allow repeated saves. It then heals by 80 hp. The Tarrasque may also trigger at the end of another creature's turn by spending 2 legendary actions.
Legendary Regeneration. If the Tarrasque starts its turn with unspent legendary actions, it heals by 40 hp per unspent action.
Reflective Carapace. Any time the Tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the Tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the Tarrasque, turning the caster into the target.
Save Substitution. The Tarrasque may use its its proficiency bonus in place of any save.
Siege Monster. The Tarrasque deals double damage to objects and structures.
Swath of Destruction. If the Tarrasque moves within 5' of a creature or object, that object takes 10 (3d6) damage, but no more than once per turn. Creatures may make a Dexterity save (DC 27) to avoid this damage.
Unkillable. The Tarrasque cannot die.
Arena of Earth (Recharges after ten minutes). If the Tarrasque would be reduced to 0 hit points, its current hit point total instead resets to 600, and for the next ten minutes the earth shakes, as per Earthquake (save DC 22), though it does not count as a spell and does not require concentration. This area is surrounded by a dome of stone 5' thick (treat as a wall of stone: AC 15, 30 hp per inch). Two fissures (as the lair action below) appear within the area. For the duration of the quake, the Tarrasque is considered to be within its lair and may use lair actions. If the Tarrasque is reduced to zero hit points during the quake, a fissure appears under it, it falls in, and is entombed, as if affected by the burial effect of the imprisonment spell. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Tarrasque within the arena of earth.
Actions
Multiattack. The Tarrasque can use its Frightful Presence, uses one of Bite, Swallow, and Horns, and makes two Claw attacks.
Bite. Melee Weapon Attack:+19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 27). Until this grapple ends, the target is restrained, and the Tarrasque can’t bite another target.
Claw. Melee Weapon Attack:+19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack:+19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Roar (Recharge 5-6). All other creatures with 120' of the Tarrasque must make a Constitution save (DC 27) or suffer 22 (4d10) thunder damage and be stunned until the end of the Tarrasque's next turn. Creatures that succeed at the save take half damage and are not stunned.
Tail. Melee Weapon Attack:+19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be shoved back up to 20' and knocked prone.
Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Tarrasque’s Frightful Presence for the next 24 hours.
Swallow. One Large or smaller creature the Tarrasque is grappling must make a Strength save (DC 27) or be swallowed, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Tarrasque, and it takes 56 (16d6) acid damage at the start of each of the Tarrasque’s turns.
If the Tarrasque takes 60 damage or more on a single turn from a creature inside it, the Tarrasque must succeed on a DC 20 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. If the Tarrasque is reduced to 0 hp, all swallowed creatures are automatically regurgitated.
Legendary Actions
The Tarrasque 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 creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.
Charge (costs 2 Actions). The Tarrasque moves up to its speed and uses Horns.
Chomp (Costs 2 Actions). The Tarrasque uses Bite or Swallow.
Earthbind. One creature within 300' that the Tarrasque can see must make a Constitution save (DC 27) or lose the ability to fly for one minute, possibly causing it to fall. An affected creature may repeat the save at the end of each of its turn, ending the effect on a success.
Move. The Tarrasque moves up to half its speed, and gains 40 temporary hit points.
Tail Swipe. The Tarrasque makes a tail attack.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Tarrasque takes one of the following actions
Open Fissure: a fissure 10' wide, 60' deep, and extending the length of the arena appears. Creatures in the area of the fissure when it opens must make a Dexterity save (DC 27) or fall in, taking 21 (6d6) falling damage. Structures in the area of the fissure are destroyed.
Close Fissure: One fissure within the arena closes. Any creature in the fissure at the time it closes suffers 21 (6d6) bludgeoning damage and must make a Dexterity save (DC 27) or be restrained; whether or not it is restrained, it lacks line of sight on any other creature until it exits the fissure. A restrained creature may spend its action to make an acrobatics or athletics check (DC 20); a creature that is not restrained may climb towards the surface but treats the fissure as difficult terrain in addition to any climbing penalties.
Eruption: a geyser of lava erupts from the ground, in a cylinder 10' wide and extending 20' above the ground; if the eruption occurs over a fissure, it also extends to the bottom. Any creature in the area must make a Dexterity save (DC 27) or suffer 21 (6d6) fire damage; on a successful save, damage is halved. The geyser lasts until the next lair action; any creature that ends its the area must make the same save.
You do realize that your version of the Tarrasque has to make a DC 20 con save to avoid regurgitating anything it's eaten but has a +19 to con saves? Which makes it impossible to fail.
In trying to make it an actual CR 30 monster I think you went considerably overboard.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
You do realize that your version of the Tarrasque has to make a DC 20 con save to avoid regurgitating anything it's eaten but has a +19 to con saves? Which makes it impossible to fail.
In trying to make it an actual CR 30 monster I think you went considerably overboard.
Whoops on that copy and paste. However, it's not really more damaging than the vanilla creature, and it's not more durable other than being a mythic; it's just a competently built boss that actually has the tools to deal with common exploits.
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Point, but honestly that kind of detail seems better as an optional rule if the group wants some more crunch; it seems more likely to either create contrived situations where the DM has to arrange for the party to have the appropriate gear ahead of time or cause the party to find out over half of the weapon users are no good against a particular monster, particularly given that 5e’s magic weapon spells are all single target and concentration.
Maybe give the Tarrasque a breath weapon? Something like
_________ Breath (Recharge 6). The Tarrasque exhales ____ in a 60-foot cone. Each creature in that area must make a DC 18 ______ saving throw, taking 56 (16d6) ______ damage on a failed save, or half as much damage on a successful one.
I'm not sure what the damage type should be, but this might be a useful deterrant to just flying above it and shooting it with your magic bow until it dies.
A sixty foot range isn't really sufficient if that's your objective. A cone-shaped breath weapon with a 120 range would be more effective for that and keep up with the CR being 30. I'd also go with 20d10 as the base damage.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
My attempt to turn the tarrasque into a legitimate worthy terror wound up as
Charger. If the Tarrasque moves at least 20' towards a target and then hits it with a Horns attack on the same turn, the target takes an additional 22 (4d10) piercing damage and must make a Strength save (DC 27) or be knocked prone.
Damage Threshold. If damage to the Tarrasque from a single character or other effect is less than 30 in a single action, the Tarrasque takes no damage.
Elder of Annihilation. The Tarrasque's damage cannot be reduced by resistance or immunity. If the Tarrasque attacks a force object, that object is destroyed.
Juggernaut. No form of terrain costs the Tarrasque extra movement to pass through. No effect can reduce the Tarrasque's speed. The Tarrasque may use its burrow speed to move through solid objects as long as they are no tougher than stone.
Legendary Recovery. If the Tarrasque takes no action on its turn, or has its action compelled by an external effect, it reduces the duration of any number of effects on it by one round and may make a new save against any remaining effects, even if that effect does not normally allow repeated saves. It then heals by 80 hp. The Tarrasque may also trigger at the end of another creature's turn by spending 2 legendary actions.
Legendary Regeneration. If the Tarrasque starts its turn with unspent legendary actions, it heals by 40 hp per unspent action.
Reflective Carapace. Any time the Tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the Tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the Tarrasque, turning the caster into the target.
Save Substitution. The Tarrasque may use its its proficiency bonus in place of any save.
Siege Monster. The Tarrasque deals double damage to objects and structures.
Swath of Destruction. If the Tarrasque moves within 5' of a creature or object, that object takes 10 (3d6) damage, but no more than once per turn. Creatures may make a Dexterity save (DC 27) to avoid this damage.
Unkillable. The Tarrasque cannot die.
Arena of Earth (Recharges after ten minutes). If the Tarrasque would be reduced to 0 hit points, its current hit point total instead resets to 600, and for the next ten minutes the earth shakes, as per Earthquake (save DC 22), though it does not count as a spell and does not require concentration. This area is surrounded by a dome of stone 5' thick (treat as a wall of stone: AC 15, 30 hp per inch). Two fissures (as the lair action below) appear within the area. For the duration of the quake, the Tarrasque is considered to be within its lair and may use lair actions. If the Tarrasque is reduced to zero hit points during the quake, a fissure appears under it, it falls in, and is entombed, as if affected by the burial effect of the imprisonment spell. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Tarrasque within the arena of earth.
Multiattack. The Tarrasque can use its Frightful Presence, uses one of Bite, Swallow, and Horns, and makes two Claw attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 27). Until this grapple ends, the target is restrained, and the Tarrasque can’t bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Roar (Recharge 5-6). All other creatures with 120' of the Tarrasque must make a Constitution save (DC 27) or suffer 22 (4d10) thunder damage and be stunned until the end of the Tarrasque's next turn. Creatures that succeed at the save take half damage and are not stunned.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be shoved back up to 20' and knocked prone.
Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Tarrasque’s Frightful Presence for the next 24 hours.
Swallow. One Large or smaller creature the Tarrasque is grappling must make a Strength save (DC 27) or be swallowed, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Tarrasque, and it takes 56 (16d6) acid damage at the start of each of the Tarrasque’s turns.
If the Tarrasque takes 60 damage or more on a single turn from a creature inside it, the Tarrasque must succeed on a DC 20 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. If the Tarrasque is reduced to 0 hp, all swallowed creatures are automatically regurgitated.
The Tarrasque 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 creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.
Charge (costs 2 Actions). The Tarrasque moves up to its speed and uses Horns.
Chomp (Costs 2 Actions). The Tarrasque uses Bite or Swallow.
Earthbind. One creature within 300' that the Tarrasque can see must make a Constitution save (DC 27) or lose the ability to fly for one minute, possibly causing it to fall. An affected creature may repeat the save at the end of each of its turn, ending the effect on a success.
Move. The Tarrasque moves up to half its speed, and gains 40 temporary hit points.
Tail Swipe. The Tarrasque makes a tail attack.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Tarrasque takes one of the following actions
Open Fissure: a fissure 10' wide, 60' deep, and extending the length of the arena appears. Creatures in the area of the fissure when it opens must make a Dexterity save (DC 27) or fall in, taking 21 (6d6) falling damage. Structures in the area of the fissure are destroyed.
Close Fissure: One fissure within the arena closes. Any creature in the fissure at the time it closes suffers 21 (6d6) bludgeoning damage and must make a Dexterity save (DC 27) or be restrained; whether or not it is restrained, it lacks line of sight on any other creature until it exits the fissure. A restrained creature may spend its action to make an acrobatics or athletics check (DC 20); a creature that is not restrained may climb towards the surface but treats the fissure as difficult terrain in addition to any climbing penalties.
Eruption: a geyser of lava erupts from the ground, in a cylinder 10' wide and extending 20' above the ground; if the eruption occurs over a fissure, it also extends to the bottom. Any creature in the area must make a Dexterity save (DC 27) or suffer 21 (6d6) fire damage; on a successful save, damage is halved. The geyser lasts until the next lair action; any creature that ends its the area must make the same save.
You do realize that your version of the Tarrasque has to make a DC 20 con save to avoid regurgitating anything it's eaten but has a +19 to con saves? Which makes it impossible to fail.
In trying to make it an actual CR 30 monster I think you went considerably overboard.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Whoops on that copy and paste. However, it's not really more damaging than the vanilla creature, and it's not more durable other than being a mythic; it's just a competently built boss that actually has the tools to deal with common exploits.