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.
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Posted Jan 8, 2026-
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Posted Jan 21, 2026Definition of “A rock falls and everyone dies!”
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Posted Jan 23, 2026fire in hole
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Posted Jan 30, 2026I want to be overpowered and my DM is giving me one of these to kill because my homebrew is too OP
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Posted Feb 1, 2026Actually I figured out a way a level 15 artificer could fight this guy (with backup of course).
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Posted Feb 16, 2026shut up it is to op dnd change this rite now! I hate you dnd you make me mad.
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Posted Feb 16, 2026I agree..................................................................................................................................................................................................................
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Posted Feb 27, 2026AHHHHHHH
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Posted Mar 13, 2026Undefeatable!? Nah... My wizard solo'd it at level 5 with a single spell slot:
Fly = 100 rounds of hovering safely above it's reach.
Toll the Dead (after accounting for successful saving throws and legendary resistances) = 933 average damage over those 100 rounds.
933 necrotic damage > 676 HP 🤷🏼♂️
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Posted Mar 13, 2026He definitely needs a way to deal with ranged attackers. Any level 5 caster with the Fly spell can solo him with ease.
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Posted Mar 18, 2026After realizing my players would absolutely destroy this thing once they hit level 20, I gave them a cutscene where through a type of magic ball they saw the BBEG of my current running campaign slaying one of these with ease, just to show them what they're up against
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Posted Mar 22, 2026Not true
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Posted Mar 22, 2026Because they trick you with friend shape
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Posted Mar 22, 2026I don't want to know
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Posted Mar 22, 2026Literal gods. Maybe like parties of solars or something?
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Posted Apr 3, 2026sending it at my group of level 5. only 3 players btw
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Posted Apr 5, 2026Welp, 2024 added THUNDEROUS BELLOW sooooo
here we go again
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Posted Apr 9, 2026You know that a Tarasque has spikes on it's back.
Animals have spikes, quills, or spines on their backs primarily . These modified hairs or skin structures, often made of keratin, protect animals by creating a sharp, painful barrier that deters attacks, allows them to roll into thorny balls, or embeds in attackers.
So what I want to know is what hunted the Tarasque to the point it developed a defence measure?