Gargantuan Monstrosity (Titan), Unaligned
Armor Class 25 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft., burrow 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +5, WIS +9, CHA +9
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Charge. If the tarrasque moves at least 20 feet in a staight line towards a target and then hits it with an attack with its horns, the target takes an additional 22 (4d10) bludgeoning damage. If the target is a creature, it must make a DC 20 strength saving throw or be flung up to 3d6 × 10 feet away, landing prone.

Colossal. The tarrasque is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the tarrasque makes a weapon attack, regardless of whether the attack hits or misses, each creature within 20 feet of the attack's target other than the tarrasque itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.

Empowered Attacks. The tarrasque's attacks count as adamantine and as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

Earthbinding Aura. While within 120 feet of the tarrasque, creatures have their flying speed halved and can't fly higher than 60 feet above ground level, as the earth itself pulls them downwards towards the tarrasque's hungry maw. If a creature enters this area while flying at a higher altitude, it starts descending at a rate of 60 feet per round

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Immutable Existence. The tarrasque is immune to any spell or effect that would alter its form or send it to another plane of existence.

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.

Regeneration. The tarrasque regains 50 hit points at the start of each of its turns. This regeneration can not be suppressed by any means short of a wish spell. The tarrasque dies only if it starts its turn with 0 HP and does not regenerate.

Siege Monster. The tarrasque deals double damage to objects and structures.

Trample. The tarrasque ignores difficult terrain and can enter spaces occupied by other creatures. The first time on a turn the tarrasque willingly moves into the space of another creature, that creature must succeed on a DC 20 Dexterity saving throw or takes 26 (4d12) bludgeoning damage and is knocked prone
In addition, the tarrasque automatically deals 26 (4d12) damage to objects and structures with an AC of 18 or less in its path, and any space the tarrasque moves through becomes difficult terrain.

Actions

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 20 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 30ft., one target. Hit: 28 (4d8 + 10) slashing damage. If the target is a creature, it must succeed on a DC 20 strength saving throw or be flung up to 3d6 × 10 feet away from the tarrasque, landing prone.

House-Sized Boulder. Ranged Weapon Attack: +19 to hit, range 240/600 feet, one target. Hit: 88 (12d12+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Horns. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 50ft., 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.

Legendary Actions

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 melee attack.

Move. The tarrasque moves up to half its speed.

Boulder. (Costs 2 Actions). The tarrasque makes one attack with its House-Sized Boulder.

Earth-Shaking Stomp (Costs 2 Actions, recharge 5, 6). The tarrasque stomps, causing the earth within 120 feet of it to shake violentlly. The Area becomes difficult terrain until cleared and each grounded creature in this area must make a DC 20 dexterity saving throw. On a failure, it takes 52 (8d12) bludgeoning damage and is knocked prone, on a success, it takes half as much damage and is not knocked prone.
In addition, 1d6 fissures open in random locations. Each fissure is 1d10 × 10 feet deep, 10 feet wide, and up to 120 feet long. A creature standing on a spot where a fissure opens falls in if it fails its saving throw. A creature that successfully saves moves with the fissure's edge as it opens.
Objects and structures take the damage automatically, and a fissure that opens beneath a structure causes it to automatically collapse

Description

The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.

A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.

Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.
 

Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.

Eternal Nature. The tarrasque does not require air, food, drink or sleep and cannot die of old age. If the tarrasque dies, its body sinks back down into the earth, where it falls into a deep slumber for at least a thousand years, until it may awaken again.

Showers of Debris. The tarrasque may attack objects like buildings instead of the characters, which can indirectly damage the characters by creating showers of debris. If the tarrasque charges into an object or structure with its horns or attacks it with its claws, the object or debris of the structure are thrown through the air, just like a character would be flung on a failed saving throw.    
If a thrown target, regardless of whether it is a creature, an object or a piece of debris of a structure, strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.


This is a rework of the original tarrasque statblock for 5e, which in the community often is regarded as underwhelming and not adequate to represent the tarrasque's nature as an unstoppable force of destruction, as an embodyment of the earth's rage. This statblock emphasizes on that aspect - the tarrasque is neither tougher nor do its normal attacks deal more damage; instead it gained abilities that one assume a monster as titanic as the tarrasque should have, like being able to trample over other creatures, causing earthqakes and throwing house-sized boulders. In addition, this version of the tarrasque has two traits it as well known for in older editions - it now regenerates like a troll, but this regeneration can only be stopped by a [spell]wish[/spelll] spell, and it features an earthbinding aura to hinder flying creatures.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2021 8:32:57 AM
70
6
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10/5/2021 7:15:16 AM
95
2
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10/5/2021 3:34:53 PM
1509
9
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10/5/2021 3:37:46 PM
1619
14
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Monster Tags: Titan

Habitat: Urban

Semako

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