Shock susceptibility. if the tarrasque takes lightning damage, it suffers several effects until the end of its next turn: it’s speed is halved, it takes a -2 penalty from ac an dexterity saving throws, and can’t use legendary actions
Hearts of the tarrasque (Mythic Trait; Recharges after a Short or Long Rest). When the tarrasque is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. It has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. The tarrasque dies when all the hearts are destroyed.
Nyxborn Resistance. The tarrasque has resistance to necrotic and radiant damage.
Misfit Host. The tarrasque retains its previous selt's alignment and dim fragments of its memories. These memories clarity tor the next hour it it tails an Intelligence or Wisdom saving throw
spider Climb. tarrasque can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Amorphous. tarrasque can move through a space as narrow as 1 inch wide without squeezing.
Magic Weapons. tarrasque weapon attacks are magical.
Corrosive Form. A creature that touches tarrasque or hits him with a melee attack while within 5 feet of him takes 4 (1d8) acid damage. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal or wood that hits tarrasque is destroyed after dealing damage. tarrasque can eat through 2-inch-thick, Metal or wood in 1 round.
Amphibious. The tarrasque can breathe air and water.
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 100 hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. If the Tarrasque takes radiant damage or damage from holy water, this trait doesn't function at the start of the Tarrasque's next turn.
Shapechanger. If the Tarrasque isn't in sun light or running water, it can use its action to polymorph in to a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the Tarrasque can't speak, its walking speed is 5 feet, and it has a flying speed of 30 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 Tarrasque can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 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, except the damage it takes from sunlight.
Siege Monster. The Tarrasque deals double damage to objects and structures.
Shadow Stealth. While in dim light or darkness, the Tarrasque can take the Hide action as a bonus action.
Turn Immunity. The Tarrasque is immune to effects that turn undead.
Undead Mature. The Tarrasque does not requires air.
Vampire Weaknesses. The Tarrasque has the following flaws: Forbiddance. The Tarrasque can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The Tarrasque takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the Tarrasque's heart while the Tarrasque is incapacitated in its resting place, the Tarrasque is paralyzed until the stake is removed. Sunlight Hypersensitivity. The Tarrasque takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Avoidance. If the Tarrasque is subjected to an effect that allows it to make a saving throw to take only ha If damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Elder Evil. The Tarrasque adds a d12 to its initiative rolls, can't be surprised, and has advantage on attack rolls, ability checks, and saving throws, and it can't be affected or detected by spells of 7th level or lower unless it wishes to be. In addition, Tarrasque is permanently under the effects of the detect evil and good and detect magic spells, and is unaffected by difficult terrain.
Epitome. Any advantage the Tarrasque has can't be negated by disadvantage.
Eternal. The Tarrasque can never truly die. If it is reduced to 0 hit points, all creatures are assaulted by nightmares when they sleep and the Tarrasque begins to reform as soon as the first nightmare is had, fully reforming after 1d10 years.
Keen Hearing and Smell. The Tarrasque has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (10/day). If the Tarrasque fails a saving throw, it can choose to succeed instead.
Living in Shadow. While in dim light or darkness, the Tarrasque has resistance to damage that isn't force, psychic, or radiant.
Magic Resistance. The Tarrasque has advantage on saving throws against spells and other magical effects.
Misty Escape. When it drops to 0 hit points outside its resting place, the Tarrasque transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with O hit points, it regains 1 hit point.
Slam. Slam: +10 to hit, reach 10 ft., one target. Hit: (14)2d6+6 bludgeoning damage plus (14)3d8 acid damage. In addition armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10
Cloak of Stars. As an action, the tarrasque wraps itself in a starry cloak, appearing like a silhouette formed of the night sky. When it does, attack rolls have disadvantage against it. This cloak lasts for 1 minute, until it doffs it (no action required), or until it dies. Once it uses this trait, it can't use it again until it finishes a long rest.
Acid splash. tarrasque hurls 2 balls of acid Make a range attack +10 to hit range 60ft/240ft on hit takes (14)3d8 acid damage any creature with in 10ft of the target makes de 14 dex saving throw on failure takes (4)1 d8 acid damage or half as much on success
Eye Rays. tarrasque has 2 eye rays 1. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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. 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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.
Spit Poison. The tarrasque targets a creature within 60 feet, forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or halt damage on a success. A creature that tails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns, taking 11 (2d10) poison damage on a failure and ending the effect on a success.
Poison Breath (Recharge 5-6). The tarrasque exhales poisonous qas in a 60-foot cone. Each creature in that area makes a DC 10 Constitution saving throw. taking 63 (18d6) poison damage on a railed save or halt damage on a success. A creature with immunity to poison damage that rails the save takes no damage but its poison immunity is reduced to resistance for the next hour.
Honeyed Words. The Tarrasque’s words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 17 Wisdom saving throw. On a failure, the creature must use its reaction. it available to make one attack against a creature of the tarrasque’s choice with whatever weapon it has to do so, moving up to its speed as part of the reaction if necessary. It need not use any special class features such as Sneak Attack or Divine Smite when making this attack. If it can't get in a position to attack the creature, it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: + 22 to hit, reach 10 ft., one target. Hit: 114 (16d12 + 10) piercing damage plus 110 (10d10) necrotic damage. If the target is a creature, it is grappled (escape DC 30) . Until this grapple ends, the target is restrained, and the Tarrasque can't bite another target. Additionally, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the Tarrasque's control. Additionally, If the target is a humanoid, it must succeed on a DC 30 Constitution saving throw or be cursed with wereterrasque lycanthropy.
Claw. Melee Weapon Attack: +22 to hit, reach 15ft., one target. Hit: 64 (12d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +22 to hit, reach 10ft., one target. Hit: 76 (12d10 + 10) piercing damage.
Tail. Melee Weapon Attack:+ 22 to hit, reach 20ft., one target Hit: 80 (20d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 30 Strength saving throw or be knocked prone.
Life Drain. The Tarrasque targets up to three creatures that it can see within 300 feet of it. Each target must succeed on a DC 30 Constitution saving throw or take 70 (20d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
Frightful Presence. Each creature of the Tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 30 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 25 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.
Shadow Breath (Recharges on 5-6). The Tarrasque exhales necrotic energy in a 300-foot cone. Each creature in that area must make a DC 30 Constitution saving throw, taking 220 (40d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead dread wraith rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Howl (Recharges on 5-6). The Tarrasque emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC: 30 Constitution saving throw or drop to O hit points. On a successful save, the creature is frightened until the end of its next turn.
Charm. The Tarrasque targets one humanoid it can see within 30ft of it. If the target can see the Tarrasque, the target must succeed on a DC 30
Wisdom saving throw against this magic or be charmed by the Tarrasque. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the Tarrasque's bite attack. Each time the Tarrasque or the Tarrasque's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Tarrasque is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The Tarrasque magically calls 10d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 8d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the Tarrasque and obeying its spoken commands. The beasts remain for 1 hour, until the Tarrasque dies, or until the Tarrasque dismisses them as a bonus action.
Tail Attack. When a creature the tarrasque can see within 10 feet hits the dragon with a melee attack. the tarrasque makes a tail attack against it.
Tarrasque can take 5 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.
Teleport. The tarrasque teleports to an unoccupied space it can see within 30 feet of him.
Ice Flurry (Costs 2 Actions). Each creature within 30 feet of the tarassque takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Intensify Aura (Costs 2 Actions). The tarrasque's Frigid Aura deals an extra 10 cold damage until the end of its next turn.
Blinding Gleam (Costs 2 Actions). The tarrasque's form flares with a blue light.
Each creature that can see it and is within 10 feet of it must succeed on a
DC 17 Wisdom saving throw or be blinded by its magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Flight. The Tarrasque flies up to half its speed.
Cloud of Dust. The Tarrasque magically swirls its dusty remains. Each creature within 30 feet of the Tarrasque, including around a corner, must succeed on a DC 30 Constitution saving throw or be blinded until the end of the Tarrasque's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the Tarrasque's next turn.
Chomp (Costs 2 actions). The Tarrasque makes one bite attack or uses its Swallow.
Energy Drain (Costs 2 Actions). Each creature with in 150 feet of the Tarrasque must make a DC 30 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 35 (10d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The Tarrasque targets one creature it can see within 30 feet of it. The target must succeed on a DC 30 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. This effect can be removed with remove curse or Other similar effects
honeyed Words. The tarrasque uses Honeyed Words.
Roar. Each creature of the tarrasque’s choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure it is trightened tor ' minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the ettect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The tarrasque beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure. it is bushed 10 feet away and knocked prone. The tarrasque can then fly up to half its fly speed.
Surge (Cost 2). Tarrasque moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever tarrasque enters a creature's space, the creature must make a DC 14 acrobatics check to tumble out of the way if there is no room to do so it is automatic failure. On a success a creature can move to either side of tarrasque but is prone at the end of the movement. On a failed check, tarrasque sweeps the creature into himself, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 21 (6d6) acid damage at the start of each of tarrasque turns. When tarrasque moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the tarrasque
Tarrasque can take 5 mythic actions, choosing from the options below.
Numbing Claws. The tarrasque makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of its next turn.
Claw Growth (Costs 2 Actions). Each creature within 10 feet of the tarrasque must make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, the tarrasque and its hearts gain a +2 bonus to AC.
Previous Versions
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