Legendary Resistance (6/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.
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.
Siege Monster. The tarrasque deals double damage to objects and structures.
Blood Frenzy. The tarrasque has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Amphibious. The tarrasque can breathe air and water.
Unusual Nature. The tarrasque doesn't require air, food, drink, or sleep.
Undead Fortitude. If damage reduces the tarrasque to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tarrasque drops to 1 hit point instead.
Multi-Souled (Mythic Trait; Recharges after a Short or Long Rest). When the tarrasque is reduced to 0 hit points, it doesn’t die or fall unconscious Instead, the damage creates cracks in its carapace, revealing a 10 souls, for each of its adjectives. The souls float around the tarrasque's head. Each soul has 135 hit points and an armor class of 25. They are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and are immune to all conditions. If they are forced to make a saving throw, treat their ability scores as 10 (+0). If the tarrasque finishes a short or long rest, the carapace heals, any destroyed souls regenerate, and the souls are covered again. The tarrasque dies when all the souls are destroyed.
Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +21 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +21 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be 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 19 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. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. 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 22 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 dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Fire Breath (Recharge 5–6). The tarrasque exhales fire in a 90-foot cone. Each creature in that area must make a DC 31 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
The tarrasque can take 6 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.
Attack. The tarrasque makes one claw attack or tail attack.
Move. The tarrasque moves up to half its speed.
Swoop. The tarrasque moves up to half its flying speed.
Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.
Wing Attack (Costs 2 Actions). The tarrasque beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 31 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The tarrasque can then fly up to half its flying speed.
If the tarrasque's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Multi-Souled.
Rampage. The tarrasque makes two attacks: one with its tail and one with its bite.
Frightening Blast (Costs 2 Actions). The tarrasque uses its Frightful Presence.
Invoke Tyrannosaurus (Costs 2 Actions). The tarrasque roars, summoning 1d20 Tyrannosaurus rexes. They appear in unoccupied spaces within 120 feet of the tarrasque. They roll for initiative and are hostile to the tarrasque's enemies, but don't take commands otherwise.
Flame Destroyer. (Costs 6 Actions) The tarrasque exhales fire in a 120-foot cone. Each creature in that area must make a DC 31 Dexterity saving throw, taking 203 (58d6) fire damage on a failed save, or half as much damage on a successful one.
Description
Born to a Red Dragon and a Tarrasque (don't question their romance), this tarrasque was destined for great things. At a young age, it sprouted dragon wings. This grew the interest of some scientists, who experimented on it! It grew a malevolent intelligence and slowly became stronger than a normal tarrasque. He escaped the scientists and started living in an absurdly spacious library. There it learned it speak and read every language, and became even smarter. But then a group of Murderhobos, adventurers who enjoy killing people, came and killed everyone in town, the tarrasque couldn't sit and watch. It got up and protected his town. But he was too weak. The Murderhobos burnt the library and killed the tarrasque with a couple well-placed spells. The tarrasque failed. Or so it seemed. A necromancer, wanting to commemorate it for its loyalty decided to make it into a zombie. A god decided to make it into a constellation. A second necromancer (unrelated) opted to make it a skeleton. An artificer chose to make it into a robot. And a group of Kuo-toa thought it was a giant shark and started worshipping it as the god of sharks. With all these things combined, the tarrasque became: The Aerial Nyxborn Genius Sharklike Increased Threat Robot Skeletal Zombie Mythical Half-Dragon Tarrasque!! Dedicated to hunting and killing murderhobos, it will stop at nothing to get its goal: the death of all murderhobos. Luckily, it has a code of honor, so it will stop its rampage if you apologise for those you have killed. So whenever Murderhobos are around, you can count on this tarrasque to take them out!
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Posted Oct 5, 2020Remember; sharks are very weak to getting hit in the nose. If his nose is made of metal, though, that may solve the issue.
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Posted Oct 18, 2020Thank you for your concern. The tarrasque's nose is currently being plated in metal to solve the problem.
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Posted Nov 5, 2020This is underrated
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Posted Nov 5, 2020Thanks!
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Posted Dec 1, 2020I don’t see where the shark comes in? Is it the swimming speed? Also how is it a robot?
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Posted Dec 2, 2020The Shark part of it is the Amphibious and Blood Fury traits and its swim speed. Whenever I want to make a creature a robot, I slap poison immunity and immunity to some conditions on the stat block. However, the base Tarrasque already has those things, so the Robot part is basically only in name.
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Posted Dec 2, 2020It’s crazy cool anyway.
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Posted Dec 2, 2020Thanks!
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Posted Feb 11, 2021cool monster
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Posted Apr 19, 2022The ANGSITRSZMHDT
needs lasers for the robot part lol
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Posted Dec 9, 2022Dr. Evil: Mr Powers, you’ll notice that all the sharks have laser beams attached to their heads. I figure every creature deserves a warm meal.
Number Two: [Clears throat] Dr. Evil, it’s about the sharks. When you were frozen, they were put on the endangered species list. We tried to get some but would’ve taken months to clear up the red tape.
Dr. Evil: You know, I have one simple request. And that is to have sharks with frickin’ laser beams attached to their heads! Now, evidently my cycloptic colleague informs me that that can’t be done. Can you remind me what I pay you people for? Honestly, throw me a bone here. What do we have?
Number Two: Sea bass.
Dr. Evil: Riiiiight.
Number Two: They are mutated sea bass.
Dr. Evil: Really? Are they ill-tempered?
Number Two: Absolutely.
Dr. Evil: That’s a start.
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Posted Dec 18, 2023Instead of just being a zombie, it should become a lich. It looks like it could really use the spellcasting