Legendary Resistance (3/Day). If the vampire lich wereshark tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The vampire lich wereshark tarrasque has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the vampire lich wereshark 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 vampire lich wereshark tarrasque is unaffected. On a 6, the vampire lich wereshark tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the vampire lich wereshark tarrasque, turning the caster into the target.
Siege Monster. The vampire lich whereshark tarrasque deals double damage to objects and structures.
Rejuvenation. If it has a phylactery, a destroyed vampire lich wereshark tarrasque gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The vampire lich wereshark tarrasque is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +18 to hit with spell attacks). The vampire lich wereshark tarrasque has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Shapechanger. The vampire lich wereshark tarrasque can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire lich wereshark tarrasque can’t speak, its walking speed is 10 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire lich wereshark tarrasque can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Regeneration. The vampire lich wereshark tarrasque regains 40 hit points at the start of its turn if it has at least 1 hit point.
Spider Climb. The vampire lich wereshark tarrasque can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Amphibious. The vampire lich wereshark tarrasque can breathe air and water.
Blood Frenzy (Vampire Lich Wereshark Tarrasque form only). The vampire lich wereshark tarrasque has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. The vampire lich wereshark 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 plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire lich wereshark tarrasque regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the vampire lich wereshark 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 vampire lich wereshark 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 vampire lich wereshark 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 vampire lich wereshark tarrasque’s Frightful Presence for the next 24 hours.
Swallow. The vampire lich wereshark 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 vampire lich wereshark tarrasque, and it takes 56 (16d6) acid damage at the start of each of the vampire lich wereshark tarrasque’s turns.
If the vampire lich wereshark tarrasque takes 60 damage or more on a single turn from a creature inside it, the vampire lich wereshark 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 vampire lich wereshark tarrasque. If the vampire lich wereshark 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.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Children of the Night (1/Day). The vampire lich wereshark tarrasque magically calls 2d4 swarms of bats or rats. While outdoors, the vampire lich wereshark tarrasque can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire lich wereshark tarrasque and obeying its spoken commands. The beasts remain for 1 hour, until the vampire lich wereshark tarrasque dies, or until the vampire lich wereshark tarrasque dismisses them as a bonus action.
The vampire lich wereshark 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 vampire lich wereshark tarrasque regains spent legendary actions at the start of its turn.
Attack. The vampire lich wereshark tarrasque makes one claw attack or tail attack.
Move. The vampire lich wereshark tarrasque moves up to half its speed without provoking opportunity attacks.
Chomp (Costs 2 Actions). The vampire lich wereshark tarrasque makes one bite attack or uses its Swallow.
Cantrip. The vampire lich wereshark tarrasque casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The vampire lich wereshark tarrasque uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The vampire lich wereshark tarrasque fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The [condition]frightened[/condtion] target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the vampire lich wereshark tarrasque's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the vampire lich wereshark tarrasque must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
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