Gargantuan Undead (Shapechanger, Titan), Lawful Evil
Armor Class 25 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
20 (+5)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +14, WIS +9, CHA +9
Skills Arcana +23, History +14, Insight +9, Perception +9
Damage Resistances Acid, Cold, Lightning, Necrotic
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 19
Languages Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Shapechanger. If the tarrasque isn't in sunlight or running water, it can use its action to magically polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the tarrasque can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the tarrasque can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitutuon saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Regeneration. The tarrasque regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the tarrasque takes radiant damage, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The tarrasque can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The tarrasque has the following flaws:

Forbiddance. The tarrasque can't enter a residence without an invitation from one of the occupants.

Sunlight Hypersensitivity. The tarrasque takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The tarrasque is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The tarrasque has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

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.

Actions

Multiattack (Vampire Form Only). The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its paralyzing horns, and one with its tail. It can use its Swallow instead of its bite.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the tarrasque regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the tarrasque’s control.

Claw (Vampire Form Only). Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained.

Paralyzing Horns (Vampire Form Only). Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Tail (Vampire Form Only). 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 20 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 17 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 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 dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Acid Breath (Recharge 5-6).The tarrasque exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Charm. The tarrasque targets one humanoid it can see within 30 ft. of it. If the target can see the tarrasque, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the tarrasque. The charmed target regards the tarrasque as a trusted friend to be heeded and protected. Although the target isn't under the tarrasque’s control, it takes the tarrasque’s requests or actions in the most favorable way it can. Each time the tarrasque or the tarrasque’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the tarrasque is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The tarrasque magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the tarrasque can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the tarrasque and obeying its spoken commands. The beasts remain for 1 hour, until the tarrasque dies, or until the tarrasque dismisses them as a bonus action.

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.

Attack. The tarrasque makes one claw attack or tail attack.

Cantrip. The tarrasque casts a cantrip.

Move. The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

Paralyzing Horns (Costs 2 Actions). The tarrasque makes an attack with its paralyzing horns.

Description

It is said this abomination was once a mad wizard full of lust for power. The wizard discovered a secret ritual to provide themself with draconic power but that was not enough for them. They then willingly became a vampire but that power too was not enough for them. They then invented a way to become a vampiric lich with all the powers of both but even this was not enough. Finally, they found a way to permanently polymorph themself into a tarrasque while keeping their mental faculties and all the powers they had already gained, becoming the abominable Vampiric Half-Dragon Tarrasque Lich.

Monster Tags: Titan

Habitat: Urban

Newb_DM

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