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.
If you think it is weak remember blindsight makes it aware of everything in a 120 ft radius meaning if it didn't decide it is currently going to attack you, it will use fear on you. But more importantly they are if used in a urban area the city is going to be in chaos a lich see a chance to collect souls or other worldly beings sees a great opportunity or just panicked people and two if PC suddenly use a tactic they never used before say no if the Wizard cast fireball at every other monster he won't start making a clay golem here
Just two of these would make it hard for two level tens!
I enjoy the flavour that in a custom campaign setting a Warforged Colossus was built to fight the terraque, since they have complete damage immunity from the Tarrasque and the means to kill it through Radiant damage.
You smash two staff of magi on this guy and even with the legendary saves it will still die.
you could just have two tarrasques you do that and then, bam at level twenty.
That is the fastest way to get to level twenty, I think.
who do you think would win in a fight, the tarrasque or Tiamat?
Hell no. Fighting this will be absolute no match without good lucks and a perfect strategy.with a good pet is very helpful in this battle.
Thats a pretty nice turtle you got there
Not that strong actually. 17th level Tempest Clerics can fly out of reach and lightning it, since some lightning spells don't fall under the specifications of reflective carapace.
Then the fight would be far too easy. A +3 weapon, +5 ability score (assuming that they probably are maxed), and +6 proficiency bonus means a +14 to hit. They will hit around 50% of the time ( they need to roll a 11). Being swallowed isn't that big a deal since most PCs can deal 60 in a round.
The last complaint I have is this: a Clay Golem, a 9 CR monster can solo kill the Tarrasque. Clay Golems have magical attacks and +8 to hit so they will hit the Tarrasque some of the time. But Clay Golems are immune to Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine. Does the Tarrasque have magical horns? No. Does the Tarrasque have adamantine teeth? No. The Clay Golem is thus immune to damage, eventually killing the Tarrasque. ;)
With what? What spell or ability lets you transform into a 30 cr creature?
An intellect devourer could easily kill it, if only it could target non-humanoids...
Godzilla: "I am the true king of the monsters"
Tarrasque: "WHO SUMMONED ME??!!"
op. wait. it is unaligned!
with a good animal handling you could get it on your side!
Finally, we have a scroll to summon this
if only you knew what icewind dale had in stall for you...
Anyone actually beat one of these things?
The perfect final boss
could a player have it as a familiar?
as a baby pet or an adult or as an item that can summon the beast?
Tiamat
Is the Tarrasque immortal like in 3.5 still? Like, does it return back to life after 1d10 days or whatever unless effected by a Wish spell or something?