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.
it's basically karen on a bad day
What about Tiamat?
DUH
Add the following ability for some classic tarrasque fun:
Legendary Regeneration. The tarrasque gains 40 hit points at the start of its turn, even if it has 0 hit points. The tarrasque becomes unconscious but does not die if it is reduced to 0 hit points. If an effect or damage would instantly kill the tarrasque, it is instead reduced to 0 hit points and it does not regenerate hit points again for 1 minute. The tarrasque only dies if a wish spell is cast to permanently destroy it while it has 0 hit points.
combat idea: party pilots a Warforged Colossus to battle the Tarrasque. The Eberron version of Pacific Rim!
Why would you use a dragon as a final boss when this thing exists, not good for one-shots, but great for over ten sessions that let you level up easier
How the best tarrasque or thimat
…Ouch
Uh...I highly doubt it. Considering that it's immune to most ranged spell attacks, your largest sources of ranged damage against this thing go away REALLY fast. And trying to melee this behemoth is NOT a good idea. That said, if you had a few Iron Golems or a Warforged Colossus with you...it might be a tad easier.
As powerful as a great wyrm and young adult epic dragons
Wait what?
this is real
A DMI played with put this as a first encounter for the group I never played with that man again
Fun fact, one single magic item can instantly kill the tarrasque if you save up its charges and absorb a spell. Staff of Magi with an overloaded retributive strike.
This is probably my favorite non-expansion monster.
You all know that in the Monster Manual, it says Tarrasque is only around 70 feet long and 50 feet high, right? Godzilla is almost 400 feet high in King of the Monsters, so he could easily crush a Tarrasque.
Retributive strike only triggers if the wielder takes an action to break it or chooses to absorb a spell too close to maximum charges, further the x16 damage is only against the caster with x8 being for other creatures under 10 ft away from the strike. ( Maximum 50 charges.)
It also is 17 DC dex save and the Tarrasque gets advantage on it. ( If it's used up it's legendary saves.)
Gimmie a Flying carpet/broom of flying and a Lv 1 wizard and I can give you a dead Tarrasque.
Level 1 flying species cleric: Sacred flame (4.5 damage)
Just over 15 minutes of spamming this will kill it.
You know whats funny is that unless it swallow it, it cannot kill a wererat because it doesn't deal magical damage
Im keeping this dude as a post-game boss for my campaign.
Just incase my players beat the BBEG too quickly and think that they are gods.