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 Jun 18, 2019Man!
The new Artwork for SCP 682 Looks AMAZING!!
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Posted Jun 18, 2019One thing I think a GM should play up as much as possible is the sheer terror something like this inflicts on the surrounding NPCs.
Does your party have horses? They’d better have some pretty amazing Hand Animal checks to get them anywhere near this thing. And, that’s before you even account for the super natural aura enhancing that presence. Whole armies of common soldiers should flee before it.
Maybe half a dozen dutiful Knights (with the Brave feature) stand their ground, but how many of them have the magical weapons to pierce its damage immunities? It’ll take half of them down the first round (before you even count legendary actions)
I think that’s the sort of backdrop you should paint for these fights. It’s not just that the party is the only group around strong enough to deal with the beast, they’re the only ones even possibly willing to stand their ground.
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Posted Jun 18, 2019This post makes me curious. I’ve never heard of Critical Hits ignoring immunity before. Was this mentioned in sage advice, or just something I missed in the rule book?
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Posted Jun 29, 2019I really like the voice of the pronunciation of "Tarrasque" SO RELAXING.
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Posted Jun 29, 2019lmao the environment says "urban".
Just like Godzilla
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Posted Jun 29, 2019Well, that’s bloody terrifying
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Posted Jun 30, 2019Mercer gave it a really cool twist
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Posted Jun 30, 2019It's attacks are not magical? Seems odd. Someone finding a Plate of Invulnerability could safely play patty-cake with a Tarrasque for 10 minutes.
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Posted Jul 1, 2019So Over powered! (but so cool!)
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Posted Jul 4, 2019one of my players roll N20 on grapple it XD
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Posted Jul 10, 2019Killing the 5E Tarrasque is not hard in the slightest. A young black dragon could pick this thing apart with ease. They nerfed it way too much from older editions. The hype people give the 5e version is misplaced as is its CR.
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Posted Jul 10, 2019I got a great idea for a end game villain lair... A fortress on the back of a Tarrasque. Think about it the players will be completely unprepared to assault a fortress on the back of a giant monster.
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Posted Jul 13, 2019uh oh
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Posted Jul 18, 2019Big and spiked stuff your pikes the tarrasques in town better head down
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Posted Jul 19, 2019Big boy
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Posted Jul 31, 2019i used this for a tpk very helpful
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Posted Aug 5, 2019Beans
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Posted Aug 7, 2019Is that matt mercer's voice on the pronunciation button?!! I think it is!!
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Posted Aug 7, 2019It is like a group of 8 20 lvl characters come then a cat comes and finishs the beast. the cat has a dancing sword XD
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Posted Aug 13, 2019I have a multiclass build that can kill this on turn one.