I assume "Dim Mak" is "Quivering Palm"; if so doesn't work- Legendary Resistances trump Portent.
Yeah, “Dim Mak” is the Chinese name for the death touch (aka “Quivering Palm”).
Okay, how about this..
The Monk starts half max distance away. Remember, they still have the slippers which double movement. They run in and attempt to Dim Mak the big T and then run away again. They should be able to stay far enough away that the big T can’t attack them and they can slip away without being counterattacked. They continue until the big T has used all their legendary resistances and then use the portent to force the big T to fail its save.
This is not as reliable (because you run a chance of running out of ki before you succeed), but should have a reasonable chance of success.
NOTE: This still won’t work under the new rules.
The Monk starts half max distance away. Remember, they still have the slippers which double movement. They run in and attempt to Dim Mak the big T and then run away again. They should be able to stay far enough away that the big T can’t attack them and they can slip away without being counterattacked.
The Tarrasque readies an action (RAW doesn't forbid readying multiattack, but it's probably not RAI. Still, just readying Bite is good enough), bites the monk (applying grappled and restrained, so the monk can't move away), and uses a legendary action to swallow the monk at the end his turn. The Tarrasque is a deeply flawed boss design that can be killed by any ranged attacker reasonably good at kiting, but beating it with melee is still quite challenging.
The Monk starts half max distance away. Remember, they still have the slippers which double movement. They run in and attempt to Dim Mak the big T and then run away again. They should be able to stay far enough away that the big T can’t attack them and they can slip away without being counterattacked.
The Tarrasque readies an action (RAW doesn't forbid readying multiattack, but it's probably not RAI. Still, just readying Bite is good enough), bites the monk (applying grappled and restrained, so the monk can't move away), and uses a legendary action to swallow the monk at the end his turn. The Tarrasque is a deeply flawed boss design that can be killed by any ranged attacker reasonably good at kiting, but beating it with melee is still quite challenging.
Setting aside that that's not RAW and that the big T might not be smart enough for that, that actually works in the Monk's favor if we assume the Monk is 18th-level or higher, since it burns up two legendary actions and the Monk can Astral Self out of there.
Setting aside that that's not RAW and that the big T might not be smart enough for that, that actually works in the Monk's favor if we assume the Monk is 18th-level or higher, since it burns up two legendary actions and the Monk can Astral Self out of there.
While the description of multiattack says that the purpose is to allow multiple attacks on its turn, there's no actual rule saying multiattack can't be readied (just a rule disallowing using it for an opportunity attack). As for using up legendary actions, legendary actions regenerate every turn, and astral projection doesn't work because it leaves your body behind to get digested, it's not a teleport.
Setting aside that that's not RAW and that the big T might not be smart enough for that, that actually works in the Monk's favor if we assume the Monk is 18th-level or higher, since it burns up two legendary actions and the Monk can Astral Self out of there.
While the description of multiattack says that the purpose is to allow multiple attacks on its turn, there's no actual rule saying multiattack can't be readied (just a rule disallowing using it for an opportunity attack). As for using up legendary actions, legendary actions regenerate every turn, and astral projection doesn't work because it leaves your body behind to get digested, it's not a teleport.
As for the Astral Projection acting like a teleport “If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.”
I want to make it clear that my goal is not to argue that any one character of any level can solo a Tarasque. I consider my goal met if the character has a reasonably feasible chance of doing so. What’s “reasonably feasible”? It is a gut feeling. So, I might be stacking the deck, I’m not sure.
That having been said, one thing worth noting is (and this is a different tactic than the above) is that a monk of sufficient level can force four Con saves per round vs. Stunning Fist. A T has +10 to their Con save. A Monk might have a DC of 20 for their Stunning Fist. The Monk will almost certainly save vs. the T’s Frightening Presence and is all but guaranteed to beat the big T on initiative. So, a Monk can, at the very least, burn up all the big T’s legendary actions making saves.
HOWEVER; I do agree with the point that the.big T is particularly vulnerable to ranged attacks. I do not want to give them a breath weapon as I feel that would make them too similar to dragons. I would mostly limit them to underdark encounters where flying is impossible and, because I’m an *******, I’d give them a burrowing speed and the ability to cause Earthquakes (as the spell) when emerging from burrowing.
As for the Astral Projection acting like a teleport “If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.”
You left out the rest of the that paragraph, which greatly changes the meaning
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
This means that (a) you need a portal, and (b) your physical form is still where you left it (and still taking damage, which will end the spell when it drops to 0 hp).
Anyway, I would just not use the Tarrasque as written. A variant I wrote up is
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.
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.
As for the Astral Projection acting like a teleport “If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.”
You left out the rest of the that paragraph, which greatly changes the meaning
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
This means that (a) you need a portal, and (b) your physical form is still where you left it (and still taking damage, which will end the spell when it drops to 0 hp).
Anyway, I would just not use the Tarrasque as written. A variant I wrote up is
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.
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.
As per your revision of the big T, it looks like we're thinking along the same lines with some quibbling differences. I would suggest making the roar a legendary action and, as such, I wouldn't be opposed to making it a bit stronger. This is Godzilla! His roars should be epic. Knock people on their asses. Cause deafness. Maybe even cause enfeeblement.
However, thank you for pointing out the portal thing which I read over. It is a good day for me when I learn something new.
As per your revision of the big T, it looks like we're thinking along the same lines with some quibbling differences. I would suggest making the roar a legendary action and, as such, I wouldn't be opposed to making it a bit stronger.
120' radius DC 27 stun is plenty oppressive already (might want to change the recharge to 6, though a clever party will think of silence), it's mostly an 'annihilate mooks in a huge area' ability, not something meant to kill a high level party of PCs.
As per your revision of the big T, it looks like we're thinking along the same lines with some quibbling differences. I would suggest making the roar a legendary action and, as such, I wouldn't be opposed to making it a bit stronger.
120' radius DC 27 stun is plenty oppressive already (might want to change the recharge to 6, though a clever party will think of silence), it's mostly an 'annihilate mooks in a huge area' ability, not something meant to kill a high level party of PCs.
As for the Astral Projection acting like a teleport “If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.”
You left out the rest of the that paragraph, which greatly changes the meaning
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
This means that (a) you need a portal, and (b) your physical form is still where you left it (and still taking damage, which will end the spell when it drops to 0 hp).
Anyway, I would just not use the Tarrasque as written. A variant I wrote up is
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.
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.
I like this a lot, but I think I would go a step further and make the Earthbind a passive aura. Start your turn within 300 feet of the Tarrasque, make a save or be forced to the ground. If we're going to make this thing an engine of divine wrath, it might as well have its own gravity, too.
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Yeah, “Dim Mak” is the Chinese name for the death touch (aka “Quivering Palm”).
Okay, how about this..
The Monk starts half max distance away. Remember, they still have the slippers which double movement. They run in and attempt to Dim Mak the big T and then run away again. They should be able to stay far enough away that the big T can’t attack them and they can slip away without being counterattacked. They continue until the big T has used all their legendary resistances and then use the portent to force the big T to fail its save.
This is not as reliable (because you run a chance of running out of ki before you succeed), but should have a reasonable chance of success.
NOTE: This still won’t work under the new rules.
With an AC of 25 and a CON save of +10, and the 9 ki points you need just to burn off the LRs, I don’t think you could consistently pull it off.
That’s fair. It isn’t reliable, but it is reasonably feasible.
The Tarrasque readies an action (RAW doesn't forbid readying multiattack, but it's probably not RAI. Still, just readying Bite is good enough), bites the monk (applying grappled and restrained, so the monk can't move away), and uses a legendary action to swallow the monk at the end his turn. The Tarrasque is a deeply flawed boss design that can be killed by any ranged attacker reasonably good at kiting, but beating it with melee is still quite challenging.
Setting aside that that's not RAW and that the big T might not be smart enough for that, that actually works in the Monk's favor if we assume the Monk is 18th-level or higher, since it burns up two legendary actions and the Monk can Astral Self out of there.
While the description of multiattack says that the purpose is to allow multiple attacks on its turn, there's no actual rule saying multiattack can't be readied (just a rule disallowing using it for an opportunity attack). As for using up legendary actions, legendary actions regenerate every turn, and astral projection doesn't work because it leaves your body behind to get digested, it's not a teleport.
As for the Astral Projection acting like a teleport “If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.”
I want to make it clear that my goal is not to argue that any one character of any level can solo a Tarasque. I consider my goal met if the character has a reasonably feasible chance of doing so. What’s “reasonably feasible”? It is a gut feeling. So, I might be stacking the deck, I’m not sure.
That having been said, one thing worth noting is (and this is a different tactic than the above) is that a monk of sufficient level can force four Con saves per round vs. Stunning Fist. A T has +10 to their Con save. A Monk might have a DC of 20 for their Stunning Fist. The Monk will almost certainly save vs. the T’s Frightening Presence and is all but guaranteed to beat the big T on initiative. So, a Monk can, at the very least, burn up all the big T’s legendary actions making saves.
HOWEVER; I do agree with the point that the.big T is particularly vulnerable to ranged attacks. I do not want to give them a breath weapon as I feel that would make them too similar to dragons. I would mostly limit them to underdark encounters where flying is impossible and, because I’m an *******, I’d give them a burrowing speed and the ability to cause Earthquakes (as the spell) when emerging from burrowing.
You left out the rest of the that paragraph, which greatly changes the meaning
This means that (a) you need a portal, and (b) your physical form is still where you left it (and still taking damage, which will end the spell when it drops to 0 hp).
Anyway, I would just not use the Tarrasque as written. A variant I wrote up is
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.
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.
As per your revision of the big T, it looks like we're thinking along the same lines with some quibbling differences. I would suggest making the roar a legendary action and, as such, I wouldn't be opposed to making it a bit stronger. This is Godzilla! His roars should be epic. Knock people on their asses. Cause deafness. Maybe even cause enfeeblement.
However, thank you for pointing out the portal thing which I read over. It is a good day for me when I learn something new.
120' radius DC 27 stun is plenty oppressive already (might want to change the recharge to 6, though a clever party will think of silence), it's mostly an 'annihilate mooks in a huge area' ability, not something meant to kill a high level party of PCs.
*shrug* I'd still at least include Deafen.
I like this a lot, but I think I would go a step further and make the Earthbind a passive aura. Start your turn within 300 feet of the Tarrasque, make a save or be forced to the ground. If we're going to make this thing an engine of divine wrath, it might as well have its own gravity, too.