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.
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.
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: +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 20). 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.
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 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.
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.
Move. The tarrasque moves up to half its speed.
Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.
I should add this creature and watch my players panic not realizing they don't have to engage
I’ve got three changes to make this thing truly the TPK Machine it was always meant to be. Feedback welcome.
1. the Tarrasque regenerates 100 hit points at the start of each turn. This regeneration does not trigger if the Tarrasque lacks a vital body part (head, heart, etc.). Can still be killed by Vorpal Weapons or a disintegration effect. Still possible to kill, but now you have to either prepare a specific spell (and get it to go through on a creature with magic resistance and three legendary resistances) or quest to find a magic item capable of slaying this thing. Plot hooks, people.
2. Chaos Breath: 300 foot cone breath weapon, deals 12d12 force damage on a failed Dex save, half on a successful one. Ranged attackers actually have to be careful now.
3. 40 foot burrow speed. This thing lunges out from the earth and swallows you shark-attack style. Plus, now you have to find a way to draw it out of the ground in order to hit it in the first place.
Depends on the Lv 1 Character I hate to say. This version has glaring flaws compared to ther versions. A flying race with the right cantrip at level 1 can kill the Tarrasque with no risk.
I used this against a party of 10 player at full lv 20 and the Tarrasque won
It really sucks that the weakest of the 7 different gods we have to fight all at once with a party of 8 could take this down in one shot, AND WE AREN'T EVEN DOING A ONE SHOT CAMPAIGN
We also are only level 5, have a pet dog that is God, but can't do anything yet, and we don't have good loot.
We have to travel over 15000 miles to get there, too...
The four 3rd level bards with boots of flying sitting 20 feet above it casting vicious mockery for 3 hours straight until it dies...
qwerty
Haha
Put your spoiler here.
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making my level 20s fight 3 >:)
I love these guys
theoretically, if a level one aaracocra(IDK how to spell that) has the sacred flame cantrip, they could fly out of range and attack it until it dies. It will take like four years, but it will work eventualy.
I Can kill it at Lv 1 with starting equipment
A single Solar (CR 21) can kill a Tarrasque very easily Rules As Written (RAW). Tarrasques RAW have no ranged attack, which means that a flying creature that can land ranged hits on a Tarrasque while hovering out of reach of the Tarrasques' attacks can kill a Tarrasque by themselves, though it would take 20-60 turns (I made a program in C++ that simulates this battle).
Even if you were to homebrew and give the Tarrasque a boulder attack from a giant (4d10+10 bludgeoning, +10 to hit), the Solar still wins LITERALLY 99% of the time (I ran a sequence of 1 million simulations of this battle). The Tarrasque would need at least 2 homebrew boulder attacks per turn in order for the Tarrasques win count to even exceed 50% against the Solar.
this is gonna be perfect to open my campaign(the players are all starting at level one)
the attack damage isn't thrilling, but the traits and the +19's were what made me scared. If I decided to put this into a homebrew campaign, this would be the final boss, and there would be a magic weapon for every player in the campaign. The characters would be at level 20, and there would be at least 15 npc allies. That would give my pcs at least a 50/50 chance. Otherwise tpks are inevitable.
in my dnd campaigns i imagine that this thing and dragon turtle are just opposite sex of the same species.
everyone go to homebrew monsters and look for ILikeBattleCats.
Welp 2024 monster manual basically perfected Tarrasque then
I just noticed that you can Snare a Tarrasque, they're not immune to restrained condition... a 1st level spell can lift and restrain this legendary creature LMFAO
Godzilla + Adominous rex + plus some sort of bug = the Tarrasque!
PS: Q: How many level 1 characters would it take to defeat the Tarrasque?
A: Who knows?
So many opportunities...