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.
Adaptive Exoskeleton. Any time the Crab takes damage, it becomes resistence to any damage dealt of the same type until the end of the Crab's next turn.
Siege Monster. The tarrasque deals double damage to objects and structures.
Multiattack. The tarrasque can use its Crustacean Cleanse or Echoing Drum. It then makes three attacks: two with its claws, one with its body. It can use its Crush or Water Geyser instead of its claws.
Body. Melee Weapon Attack: +19 to hit, reach 10 ft., all creatures on one side. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. The Crab can only have 2 creatures grappled this way.
Crush. The tarrasque makes one claw attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the claw damage, the target is stunned. It also takes 56 (16d6) piercing damage and the grapple ends.
Water Geyser. Ranged Weapon Attack: +9 to hit, reach 100 ft., one target. Hit: 2d10+13 (24) bludgeoning damage. The target then makes a DC 18 STR saving throw, or is knocked prone.
Echoing Drum. Each creature of the Crab's choice within 40 feet of it must succeed on a DC 20 Strength saving throw or be knocked prone. Space around the Crab becomes difficult terrian for all other creatures until the start of the Crabs next turn.
Crustacean Cleanse. Each creature of the Crab's choice within 60 feet of ithat is frightened, charmed, stunned, or paralysed may roll to break that to break it as if it was affecting them for the first time.
(1/day) Earthquake. As an action, the Ancient Crab can cast the spell Earthquake with a duration of 1 minute without concentration.
Biolumnicent Bubble Breath. (5-6 Recharge) The crab emits a 50ft cone, each creature the cone DC 20 Dexterity saving throw or take 6d12 acid damage and be as if under the faerie fire spell and they have disadvantage on saving throws until the end of the Crab's next turn. On a success they take half as much and are not otherwise effected. the bubbles last for 1d4 turns and if a creature starts its turn or moves into the area for the first time in a turntakes 3d12 acid damage
Crab Rave. When a creature targets a creature within 60ft of the Crab with an attack, the Crab may make the attacker make an DC 17 intelligence saving or the the attacker is distacted and has disadvantage on this attack and any further attacks not against the Crab.
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.
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