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.
Your math is incredibly wrong here in multiple ways, not sure how you got this so incorrect.
A 14 in WIS gives a lvl 1 Cleric only a spell save of 12. How TF did you get 16? You shouldnt be seeing spell save 16 w/o items until like level 5 i think?
The Tarrasque only has 11 WIS, which *would* give it less than a 50% of saving each attack... if it wasnt for the fact that the Tarrasque also gets +9 to WIS saves AND has magical resistance AKA advantage on any spell saves. So good luck having that thing ever rolling a 1 or 2!
Look at the size of that lad!
Sigh. If there’s one thing in the monster manual I hate more than the Tarrasque, it’s the Tarrasque’s stats. It is quite literally a useless lump of meat and flesh. It has insane hit points and, that’s it.
Holy crap, this guy’s a T-Rex on steroids😳😳😳
if you summon a clay golem and get somewhere safe da golem will eventually win
I’ve actually been working on creating a stronger version of the tarrasque, but I don’t know what to give it. Can someone help me?
It's supposed to be a unstoppable monster of destruction. Perhaps you could give it a bellow or earthquake ability. Maybe you could give it a regenerative ability if you want to enhance the unkillable aspect if it.
Thanks, I actually decided to get rid of its tail attack and bump up the Swallow action, so that it works on Gargantuan or smaller and deals 117 (18d12) acid damage.
Wow cool, so is it like how a snake eats things that are its size or larger or is it just so massive it can consume anything?
Starting up a campaign with a group of friends that I plan on letting get to and way beyond level 20. One of the player characters is a Zealot barbarian that's basically Doomguy combined with Kratos. He was a family man that was a very stubborn but loving man before the 9 hells started to break rules and invade. As he laid dying, he offered everything to the gods- so they bound his soul into his armor, which became his tether to the mortal coil. He won't ever be able to die, just be disabled and thrown away (which, considering that his mental saves are being nerfed with the player's consent, would be his achilles heel). Throughout the campaign, his sheer rage would allow him to ignore certain thresholds of damage and certain spells. If the campaign lasts, his final fight would be to try and solo this thing. One tank against another. The most monstrously powerful abomination mortals could summon, an atrocity among atrocities, versus a divine agent of unending rage. Just imagine playing The Only Thing They Fear Is You, but instead of framing the Tarrasque as an unkillable force of nature, it's the player.
Arrived early to a dm session, Dm made me fight tarrasque alone with my level 20 half orc fighter as a joke. I took gift of the chromatic dragon as a feat, used resistance to acid damage as a reaction, easy fight once you're inside. (also, using a couple bags of caltrops make the fight pathetically easy, just use a +1 longbow and arrows and run around it)
if your DM was using logic instead of just reading the words of the item, he'd have realized that caltrops are the equivalent of walking across pointy leaves on the ground for a Tarrasque and wouldnt impair its movement.
This implies MechaTarrasque is a thing and now my brain has done the thing and upgraded this
what a unit,
true alpha sigma
I can't cheese it :(
Yes. You can. It's called the sovereign glue.
Roll back to earlier editions to bring back regeneration (the kind that survives wish, power word kill, and disintegration). Use its old Rush ability (150 ft. movement once a minute) to bulldoze players and buildings.
-maybe TOO overpowered, but, maybe not...
any dm who does that is CRUEL!!
Someone lied to me because I printed out a Tarrasque with regeneration, a ranged attack, and magical weapon resistance
Not close to godzilla because he has the unstoppable breath weapon, remeber?