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 Nov 4, 2018Damn, it's true! Matt Mercer said he added a little "humpf" when he spelled Tarrasque in one of the critical role panel. I had to check it myself.
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Posted Nov 9, 2018I would actual put this in the beginning of a long campaign for my players to escape from.
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Posted Nov 13, 2018I imagine having one person getting fired out of a cannon or some shit just going YOLO and flying at the tarrasque
Honestly, what i'd do, or have an epic fight with it using my flying warship
cuZ ya know
CANNONS
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Posted Nov 15, 2018I was in a grapple with one and just broke out of it. I was trying to sleep on it, failed stealth check but made strength and dex checks and it noticed me and tried to grapple and swallow me but I just broke it's grapple first try and smacked it across the face
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Posted Nov 16, 2018if full send is a monster this is it!
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Posted Nov 20, 2018Well actually, it's a monstrosity, not a beast.
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Posted Nov 21, 2018Tarrasque booty
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Posted Dec 4, 2018In awe of the size if this lad
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Posted Dec 10, 2018Hard Counter = Clay golem
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Posted Dec 18, 2018True. Clay golem wins.
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Posted Dec 30, 2018Oh lawd he comin
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Posted Jan 4, 2019wellllllllllllllllllllllll
i'm dead
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Posted Jan 15, 2019is it too much to put in a maze based story arch for a group of Level 2s? Probably. But they shouldn't have pissed off the DM...
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Posted Jan 17, 2019what the crap
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Posted Feb 6, 2019Note is says "THE" tarrasque. Not 'a'. "The". There is only one. There can be only one.
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Posted Feb 26, 2019Wow has this guy been nerfed... you just need flying mounts and longbows to harry him to death. Where is the regeneration? Where is the earthbind aura? Without those it's just a big ball of hp and melee attacks. Sure it's gonna take forever, but with even the barest tactics, you can avoid taking a single point of damage.
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Posted Mar 12, 2019If you let your players kill a terrasque, odds are you’re a shitty gm
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Posted Mar 18, 2019Writing a campaign with at least 5 DMs and 30 players (big intermixing group that we treat like a guild) where the mythology of the world has been warped by the destruction of a Tarrasque 1,000 years ago. Since then a group called the Vigilant of the Sleeper (or just the Vigilant) have suppressed all knowledge of it, including assassinating anyone who gets too close to piecing together its existence by studying the different cultures. Their fear is that knowledge of the Tarrasque will lead to one of several things: a panic, someone attempting to kill it in its sleep and awakening it instead, or someone deliberately waking it up. In the meantime it slumbers deep under an offshore island where it was lured and subdued by the first members of what would come to be known as the Vigilant. They built a fortress over the island, and every decade 50 people are brought in secret (unwillingly or not) to fuel a ritual to ensure it remains asleep. It's a dark secret between the rulers of the land that has kept them from going to war with one another in nearly as long.
The players are all members of the last batch of people brought to the island to be sacrificed. From their perspective the DMs will be treating this as an evil cult, with the misguided intentions of the Vigilant becoming apparent only after they've seized control of the fortress. The Tarrasque in the basement will become their responsibility, as it will be their responsibility to find a way to keep the Tarrasque where it is: chained and asleep. Thought it would be cool to have the Big Bad be known to the group from the beginning, and for all the adventurers they go on to have this penultimate goal in mind. Plus, I love the idea of narrating the Tarrasque's eye snapping open and fixating on a random player that goes down to its lair only for it to drift slowly shut again.
Really hoping it busts free. That would be too much fun.
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Posted Mar 19, 2019COOOOL
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Posted Mar 19, 2019So. I am running an adventure w/ about 1k tarrasques and my characters are lv 20 and they are teaming up w/ 10 solars and they have defeated 10 tarrasques sooo.