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.
A level two artificer can kill this thing, how?
Level two artificer, any race (I recommend variant human because feats are broken or anything that can fly since tarrasques are melee attackers) infusions: replicate magic item (bag of holding) 2x, replicate magic item (spellwrought tattoo) 2x.
1. Make two spellwrought tattoos containing find familiar and attune to them.
2. Activate the tattoos, getting two hawks.
3. Long rest, your familiars will still be alive since they aren't tied to your infusion.
4. Make 2 bags of holding, you might need a bag to make this, but you can use starting gold and fudge your dice for max gold.
5. Make sure your hawks both have a bag of holding (one of them needs to be opened).
6. Find a tarrasque (or anything really) to fight.
8. Initiative time!
9. Have one hawk (hawk A) ready an action to go into the other hawk (hawk B)'s bag of holding (hawk B is the one with the open bag) when it's within ten feet of the tarrasque.
10. Have hawk B move within 10 feet of the tarrasque, preferably on top of its head.
11. The tarrasque is going to the astral plane, this is because a bag of holding going into an extradimensional space (like a bag of holding) sucks all creatures within 10 feet of the bag of holding anywhere within the astral plane.
It might seem complicated, but it's really not. Steps 9-11 are the steps that matter. The tarrasque is going to the astral plane as long as it doesn't go first in initiative. But we can still stop this happening by putting 1-8 acid vials in hawk B's bag of holding. Hope nobody's running spelljammer!
Edit - What I meant by the tarrasque going first is going first and swallowing hawk B or A.
Me:You can't stop me now!
My players:(hops on a carpet of flying)
Me: Damn you
Has anyone ever actually defeated this dude
"one target."
one target.
haha what
It's funny to me how this monster started off as a god among the mortal world, the walking embodiment of unstoppable destruction and chaos, but because its weaknesses have been picked apart it's now more like "anything with a +5 or more to ranged attacks that aren't spells could kill it, a clay golem is guaranteed to kill it eventually, anything that flies could kill it, any mage with save-based spells could kill it, it just kinda sucks." Once my party got over the shock of this being their final boss, they just stayed back, let the fighter do all his attacks and teleport out with the help of the mages, and allowed anybody with ranged capabilities that aren't spells to decimate it from a safe distance. They eventually led it into a death-trap that it couldn't escape out of and killed it because of the wizards using save-based spells that they could cast infinitely, and upon a request to do so, the single bard in the party used Vicious Mockery to deal the final blow, stating "ur mom." Anybody that got too hurt or in the zone of danger to reasonably continue was TPed out of the death-trap with Dimension Door or ran into an open Demiplane, to be healed up by the Cleric/Paladin on the other side. The party consisted of a Tiefling Fighter, a Gnome and High Elf Wizard, and a Bard, along with about half a dozen NPCs that meaninglessly shot bows and crossbows at it for an unintentional "bullet hell" effect, which caused AOE's that the party would have to roll a Dex Save to avoid damage from if they entered said area. The death trap was just an extremely large pit that acted more as an arena, built by several nearby towns specifically to trap and/or kill the Tarrasque.
Very true. The friendly-fire was a clever touch of the DM’s part.
Previous editions, the Tarrasque had features like an aura of Earthbind and the ability to Earth-glide (like and Earth Elemental), which prevented from becoming stuck in these situations. But, they couldn’t fit those into 5e’s 30 CR cap, without taking a chunk out of its attack damage.
I agree
I thought I was the only one to do this.
The Bag of Holding must be placed in a Heward's Handy Haversack or Portable Hole to make the portal.
what you feal like after you eat 100 big macs.
UH OH HERE COMES UR MAKER
Technically a level 1 character could kill a terrasque. They would have to be extremely lucky.
Those are examples. The following three words are "or similar item".
My DM put my party against this on session 1
They would have included the Bag of Holding if it would actually work that way.
I don’t know, because my dm rules that a bag of holding in a bag of holding, as described, triggers the hole to the astral plane
Too OP
it doesn't need to include every item that produces an extradimensional space. it doesn't need to specify every item. I'd absolutely argue that the efficient quiver is able to do so. but that's beside the point, look at the listings for the handy haversack and the portable hole, and of course the bag of holding. all of them have a copy pasted bit of text at the bottom, the only difference being that each specifies the other two items.
Bag of Holding: Handy Haversack, Portable hole, or similar item
Haversack: Bag of Holding, Portable hole, or similar item
Portable hole, Bag of holding, Handy Haversack, or similar item
Maybe individually you could say that the bag of holding doesn't count as a similar item, but with this context you realize all of them must be similar to each other at least as far as this effect is concerned. The point of those listed items are to point to other items that you may look in to. There isn't much of a point in referring to itself. based on this and the fact that it really would make 0 sense if A=B B=A A+B=C but A+A !=C and B+B !=C, I feel that the most reasonable conclusion is that the gate can be opened by placing a bag of holding inside of any extradimensional space produced by an item.
A lvl2 conjuration wizard that can fly (either because of race or mount) could solo this thing
f marry kill Tarrasque, Pit Fiend, Adult Red Dragon
For me its f the pit fiend, kill the tarrasque, marry the dragon.