Gargantuan Monstrosity (Titan), Unaligned
Armor Class 25 (natural armor)
Hit Points 2000 (190d20 + 2000)
Speed 120 ft., Swim 120 ft., Burrow 60 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
6 (-2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +19, DEX +19, CON +19, INT +7, WIS +13, CHA +13
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Tremorsense 240ft, Truesight 60 ft, Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

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.

Frightful Presence. Each creature of the Chameleo-Terra’s choice within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 1D4 + 2 Rounds.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) elemental damage of a type the Chameleo-Terra has absorbed(Chosen when the attack is made). 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 22 Strength saving throw or be knocked prone.

Elemental Breath(Recharge 5-6): The Chameleo-Terra exhales destructive elemental energy in a 60ft cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 45 (10d8) damage of a type the Chameleo-Terra has absorbed on a failed save, or half as much on a successful one. The damage type is chosen when the action is taken.

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. The Chameleo-Terra must succeed on a DC 20 Constitution saving throw at the end or regurgitate all swallowed creatures, which fall prone in a space within 10ft of the Chameleo-Terra. If the Chameleo-Terra dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15ft of movement, exiting Prone

 

Legendary Actions

Chameleo-Terra Legendary Actions

The Chameleo-Terra can take 3 legendary actions, choosing from the options below. It can only take one legendary action at a time and only at the end of another creature's turn. The Chameleo-Terra regains spent legendary actions at the start of its turn.


1. Elemental Shield

  • Cost: 1 Legendary Action
  • Effect: The Chameleo-Terra gains resistance to one damage type (chosen from fire, cold, lightning, acid, or poison) until the start of its next turn. This action represents its ability to absorb and adapt to incoming damage.

2. Reactive Slam

  • Cost: 1 Legendary Action
  • Effect: The Chameleo-Terra makes one Slam Attack against a creature within reach. If the attack hits, it deals normal damage, and the target must make a DC 22 Strength saving throw or be knocked prone.

3. Absorb Energy

  • Cost: 1 Legendary Action
  • Effect: The Chameleo-Terra absorbs energy from a creature within 60 feet that has dealt damage to it during the turn. The target must make a DC 20 Constitution saving throw. On a failure, the Chameleo-Terra regains hit points equal to half the damage taken by that target this turn, and the target takes 2d10 necrotic damage. On a success, the target takes half the necrotic damage and the Chameleo-Terra regains no hit points.

4. Elemental Eruption (Costs 2 Actions)

  • Cost: 2 Legendary Actions
  • Effect: The Chameleo-Terra releases a burst of elemental energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 23 Dexterity saving throw, taking 4d10 damage of a type the Chameleo-Terra has absorbed (chosen when the action is taken) on a failed save, or half as much on a success.

5. Terrain Shift (Costs 2 Actions)

  • Cost: 2 Legendary Actions
  • Effect: The Chameleo-Terra manipulates the terrain within a 100-foot radius. Choose one of the following effects:
    • Create Difficult Terrain: The area becomes difficult terrain for 1 minute, as rocky spikes erupt from the ground or pools of elemental energy form. Creatures moving through this area must succeed on a DC 18 Dexterity saving throw or take 2d6 damage of the chosen elemental type (fire, cold, etc.).
    • Summon Elemental Hazard: The Chameleo-Terra creates an elemental hazard in an area it can see, such as a fire geyser (dealing fire damage), a frost patch (dealing cold damage), or a storm cloud (dealing lightning damage). The hazard lasts until the start of the Chameleo-Terra's next turn and triggers damage for any creatures in the area at the start of their turn.

6. Primal Roar (Costs 3 Actions)

  • Cost: 3 Legendary Actions
  • Effect: The Chameleo-Terra emits a fearsome roar infused with elemental power. Each creature within 120 feet must make a DC 24 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 4d10 psychic damage. On a success, the creature takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mythic Actions

First Mythic Action: Earthshatter Cataclysm

When the Chameleo-Terra is reduced to 0 hit points for the first time, instead of falling unconscious, it taps into its mythic essence, instantly regaining 300 hit points and activating its Earthshatter Cataclysm as a bonus action.

  • Effect: The Chameleo-Terra slams the ground with overwhelming power, causing a destructive shockwave in a 150-foot radius centered on it. The following effects occur:

    1. Cataclysmic Tremor: The ground violently shakes and fractures. All creatures on the ground within the radius must make a DC 22 Dexterity saving throw.

      • On a failure, creatures take 8d10 bludgeoning damage, are knocked prone, and are stunned until the start of their next turn.
      • On a success, creatures take half damage, avoid being knocked prone, but are still shaken, giving them disadvantage on all attack rolls and saving throws until the end of their next turn.
    2. Rupturing Earth: The ground erupts with massive fissures and sharp, jagged rock formations. Select up to 10 points within the radius (no two points closer than 10 feet to each other). Each point creates a 20-foot-wide fissure or raises a 30-foot-tall spire of rock.

      • Creatures in the area of a fissure must make a DC 20 Strength saving throw or fall into the fissure, taking 5d10 bludgeoning damage and becoming restrained. Escaping the fissure requires a successful DC 20 Athletics check.
      • Spires of rock act as cover for the Chameleo-Terra or its allies, granting three-quarters cover. Any creature within 10 feet of a spire when it forms must succeed on a DC 18 Dexterity saving throw or take 4d10 piercing damage from the jagged stones.
    3. Crushing Collapse: After the initial tremor, at the end of the Chameleo-Terra’s next turn, the terrain violently shifts. Any creature that was knocked prone or restrained must make a DC 18 Dexterity saving throw or be buried under the collapsing ground, taking 6d10 bludgeoning damage and becoming pinned (restrained). Freeing themselves requires a successful DC 18 Strength check.

  • Additional Effect: For the next 3 rounds, the battlefield becomes difficult terrain for all creatures except the Chameleo-Terra. The landscape shifts, forcing creatures to make a DC 16 Acrobatics check when moving more than 10 feet or fall prone.

Final Mythic Action: Gaia’s Reckoning

Trigger: When the Chameleo-Terra is reduced to 0 hit points for the second time, it releases all of the absorbed energy along with its life force in a devastating explosion that reshapes the landscape.


Effect: Upon its death, the Chameleo-Terra’s body fractures and releases a surge of elemental and primal energy, creating a massive, permanent transformation of the area. This occurs in three phases:

1. Elemental Detonation:

  • The Chameleo-Terra unleashes the energy of every damage type it has absorbed during the battle. The explosion expands in a 500-foot radius centered on its corpse.
    • All creatures within the radius must make a DC 25 saving throw for each damage type it has absorbed (Dexterity for fire or lightning, Constitution for poison, etc.).
    • Each damage type deals 8d12 damage on a failed save, or half as much on a successful one.
    • Any creature that fails three or more of these saving throws is also knocked back 100 feet and stunned for 1 minute.

2. Terrain Transformation:

  • After the explosion, the unleashed elemental power permanently alters the terrain within a mile radius of the Chameleo-Terra's death. The transformation depends on the damage types it absorbed, leaving behind a blighted elemental wasteland that reflects its absorbed energies. Examples include:

    • Fire Absorption: Rivers of molten lava flow through the landscape, and the air is thick with ash and heat. The terrain becomes difficult for non-fire-resistant creatures to traverse, dealing 3d10 fire damage each round to those without resistance.
    • Cold Absorption: The land is encased in eternal frost, turning it into an arctic wasteland. Snow and ice cover everything, and the temperature drops to lethal levels. Creatures not adapted to extreme cold take 2d10 cold damage every hour spent in the area.
    • Lightning Absorption: The sky remains stormy, with constant thunder and lightning flashing in the clouds. Periodic lightning strikes hit the ground, dealing 4d10 lightning damage to any creature exposed to the open.
    • Poison Absorption: The land becomes toxic, with bubbling pools of corrosive sludge and poisonous fumes wafting through the air. Creatures that breathe in the fumes or come into contact with the toxic pools must succeed on a DC 20 Constitution saving throw or take 4d10 poison damage every minute, with the poisoned condition for 1 hour on a failure.
    • Other Absorbed Elements create similarly devastating and hostile environments based on the nature of the energy.
  • The terrain remains permanently altered, acting as a hazardous and deadly zone. It becomes a region few dare to enter, with the area retaining unpredictable magical and elemental effects that last for centuries.

3. Life Force Surge:

  • As the Chameleo-Terra dies, it releases its primal life force in a final destructive wave. The energy emanates in a 1,000-foot radius centered on the corpse, dealing additional damage to all creatures.
    • All creatures in the area must make a DC 24 Constitution saving throw.
      • On a failure, creatures take 12d12 force damage and are knocked 150 feet back, with those who hit solid objects taking an additional 6d12 bludgeoning damage.
      • On a success, creatures take half damage and are knocked back 50 feet instead.

Lingering Effects:

  • The region affected by the Chameleo-Terra’s death is forever changed, and in some cases, the land itself becomes sentient with residual energy, causing unpredictable weather, seismic activity, and magical distortions. It may also attract powerful beings of elemental nature, drawn to the raw energy left behind.
  • Any living creatures or structures that survive within this new wasteland slowly begin to mutate, growing more attuned to the elemental forces that now dominate the landscape.

 

Lair and Lair Actions

Chameleo-Terra Lair Actions

The Chameleo-Terra can take 1 lair action on initiative count 20 (losing initiative ties) while in its lair. The following effects occur:

1. Elemental Surge. The Chameleo-Terra causes an elemental surge in its lair. Choose one of the following damage types: fire, cold, lightning, acid, or poison. Each creature of the Chameleo-Terra's choice within the lair must succeed on a DC 22 Dexterity saving throw or take 33 (6d10) damage of the chosen type, or half as much on a successful save.

2. Shifting Terrain. The terrain within a 120-foot radius of the Chameleo-Terra becomes difficult terrain until the next initiative count 20. Choose one of the following effects for the terrain:

  • Cracks and Crevices: The ground opens up, creating fissures that can cause creatures to fall. Each creature that starts its turn in this area must succeed on a DC 20 Dexterity saving throw or fall prone.
  • Elemental Hazards: Pools of elemental energy (fire, ice, or acid) appear. Any creature that ends its turn within 10 feet of these hazards takes 11 (2d10) damage of the chosen type.

3. Frightening Presence. The Chameleo-Terra's overwhelming aura of power fills the lair. Each creature of its choice within the lair must succeed on a DC 23 Wisdom saving throw or become frightened until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Elemental Manifestation (Costs 2 Actions). The Chameleo-Terra summons a greater elemental (choose fire, water, earth, or air) in an unoccupied space within 60 feet of itself. This elemental acts on the Chameleo-Terra's initiative count and obeys its commands. The elemental remains until it is reduced to 0 hit points or until the Chameleo-Terra chooses to dismiss it (no action required).

5. Ground Tremor (Costs 3 Actions). The Chameleo-Terra causes a tremor in its lair. Each creature in a 60-foot radius must succeed on a DC 22 Strength saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. On a successful save, a creature takes half damage and is not knocked prone. The tremors create a difficult terrain until the end of the Chameleo-Terra’s next turn.

 

Monster Tags: Titan

Habitat: Urban

_TrueMonster_

Comments

Posts Quoted:
Reply
Clear All Quotes