Gargantuan Undead (Titan), Chaotic Evil
Armor Class 27
Hit Points 850 (50d20 + 300)
Speed 40 ft., Climb 40 ft., Fly 60 ft. (hover), Walk 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
14 (+2)
CHA
22 (+6)
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning damage from falling
Senses Blindsight 120 Ft, Tremorsense 120 Ft, Passive Perception 26
Languages Common (can understand but not speak), Infernal (can understand but not speak) Understands Infernal and Common but doesn’t speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Shapechanger. If the Vampire Tarrasque isn’t in sunlight or running water, it 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 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 Vampire 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.

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

Misty Escape. When it drops to 0 hit points outside its resting place, the Vampire 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 Tarrasque form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its Vampire Tarrasque form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The Vampire Tarrasque regains 60 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.

Spider Climb. The Vampire Tarrasque can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The Vampire Tarrasque has the following flaws:                          Forbiddance. The Vampire Tarrasque can’t enter a residence without an invitation from one of the occupants.

 

Magic Resistance. The Vampire Tarrasque has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Vampire Tarrasque’s weapon attacks are magical.

Sunlight Sensitivity. While in sunlight, the Vampire Tarrasque has disadvantage on attack rolls and ability checks.

Siege Monster. The Vampire Tarrasque deals double damage to objects and structures.

Actions

 

Multiattack. The Vampire Tarrasque makes five attacks: one with its bite, two with its claws, one with its horn, and one with its tail.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.                                              Hit: 36 (4d12 + 10) piercing damage plus 21 (6d6) necrotic damage

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 Tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 20 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 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 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.

Charm. The Vampire Tarrasque targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the Vampire Tarrasque. The charmed target regards the Vampire Tarrasque as a trusted friend to be heeded and protected. Although the target isn’t under the Vampire Tarrasque’s control, it takes the Vampire Tarrasque’s requests or actions in the most favorable way it can, and it is a willing target for the Vampire Tarrasque’s bite attack. Each time the Vampire Tarrasque or the Vampire 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 Vampire 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 Vampire Tarrasque magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the Vampire Tarrasque can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the Vampire Tarrasque and obeying its spoken commands. The beasts remain for 1 hour, until the Vampire Tarrasque dies, or until the Vampire Tarrasque dismisses them as a bonus action.

 

Bonus Actions

Dismiss Children of the Night 

Legendary Actions

 The Vampire 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 regains spent legendary actions at the start of its turn.

Move. The Vampire Tarrasque moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The Vampire Tarrasque makes one unarmed strike.

Attack. The Vampire Tarrasque makes one claw attack or tail attack.

Chomp (Costs 2 Actions). The Vampire Tarrasque makes one bite attack or uses its Swallow.

Swallow. (Costs 2 Actions). if chomped without escaping the Vampire Tarrasque can choose to swallow the Target which transports the target to its lair Realm.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Vampire Tarrasque is no mindless brute. It hunts with the cunning of a vampire, stalking prey and striking under the cover of night. It seeks out the blood of the strongest and most powerful creatures, draining their life force to sustain its unholy existence.

It uses its vast strength and regenerative abilities to dominate battles, but it also possesses a cruel intelligence. It can use its vampiric charm to enthrall creatures into aiding it or luring others to their doom.

Though nearly invincible, the Vampire Tarrasque has a vulnerability to sunlight. When exposed to the light of day, its dark carapace begins to smolder, and its movements become sluggish and strained. This weakness, however, is little comfort to those who encounter it during the night, where it reigns as an unstoppable force of death and destruction.


The Vampire Tarrasque is the ultimate apex predator, a creature of nightmare that combines overwhelming physical might with the undead resilience and malice of a vampire. It would take the combined efforts of epic-level heroes to challenge such a beast—and even then, survival is far from guaranteed.

Lair and Lair Actions

 Terra-Realm

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days


 

Vampire Tarrasque Lair Actions

On initiative count 20 (losing initiative ties), the Vampire Tarrasque takes one of the following lair actions. It cannot use the same effect two rounds in a row:


  1. Bloodied Ground.
    The ground in a 60-foot radius around the Vampire Tarrasque becomes slick with blood and necrotic energy. All creatures of the Vampire Tarrasque’s choice in this area must succeed on a DC 18 Dexterity saving throw or fall prone. Any creature that starts its turn prone in this area takes 14 (4d6) necrotic damage.

  1. Veil of Darkness.
    The lair is plunged into magical darkness for 1 minute. The darkness spreads out in a 120-foot radius centered on the Vampire Tarrasque. Darkvision cannot penetrate this darkness, and nonmagical light does not illuminate it. The Vampire Tarrasque and any undead creatures it has spawned can see through this darkness as though it were normal light.

  1. Life Drain Aura.
    The Vampire Tarrasque releases a wave of necrotic energy in a 30-foot radius. All creatures of its choice within the area must make a DC 18 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a successful one. The Vampire Tarrasque regains hit points equal to the total damage dealt.

  1. Blood Summoning.
    The Vampire Tarrasque summons 2d4 Vampire Spawn or 1d4 Wights from pools of blood within its lair. These creatures rise from the ground and act on initiative count 10 in the next round, obeying the Vampire Tarrasque’s commands.

  1. Molten Spikes.
    The Vampire Tarrasque causes jagged obsidian spikes to erupt from the ground in a 20-foot-radius area it can see within its lair. Each creature in the area must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) piercing damage and 18 (4d8) fire damage, and be restrained by the molten spikes. A creature restrained in this way can use its action to make a DC 20 Strength check to free itself.

  1. Corrupted Terrain.
    The Vampire Tarrasque corrupts a 40-foot-square area of the ground. This area becomes difficult terrain, and any creature that starts its turn in this area takes 10 (3d6) necrotic damage. The corruption lasts until initiative count 20 on the following round.

Legendary Effect of the Lair:

If the Vampire Tarrasque is destroyed, its lair remains suffused with its vampiric corruption. The pools of blood and necrotic energy continue to deal damage, undead creatures spawn sporadically, and the terrain remains hazardous until powerful magic cleanses the lair.

Monster Tags: Dinosaurundeadmonstrositypet

Habitat: CoastalUnderdarkUnderwater

Megalodon596