Gargantuan Monstrosity (Frost Giant, Titan), Unaligned
Armor Class 30 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
17 (+3)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +12, WIS +9, CHA +9
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 

Abilities & Traits

Eternal Blizzard (Legendary Trait):
Wherever the Arctic Tarrasque roams, it generates an unrelenting blizzard. This storm has the following effects:

Visibility Reduction: Creatures beyond 60 feet are obscured.

Freezing Winds: Non-adapted creatures take cold damage every round they are exposed.

Ice Formations: Ice shards and slick surfaces form randomly, causing difficult terrain and potential hazards.

Fool’s Fortune (Passive Chaos):
True to the Fool's Gold chaos, the Arctic Tarrasque warps reality with its mere presence. Every turn, roll on a Chaos Table for unpredictable effects. Examples include:

Spontaneous avalanches.

Entire herds of caribou or seals inexplicably appearing (and panicking).

Ice sculptures manifesting to mock its enemies.

Opponents randomly teleporting within the blizzard.

Siege Monster. The tarrasque deals double damage to objects and structures.

Absurd Durability (Passive):
Like its Fool’s Gold counterpart, the Arctic Tarrasque has ludicrous defenses:

Magic Immunity: Most spells simply fizzle against its frozen hide.

Reflection: Ice armor reflects ranged attacks, sending them ricocheting toward random targets (including the attacker!).

Glacial Regeneration: It regenerates health rapidly in cold environments.

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.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. 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 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the 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 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 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.

Ice Shard Vomit (Active):
The Tarrasque unleashes a cone of massive, razor-sharp ice shards. These pierce armor and remain lodged in the environment, creating impassable terrain.

Frost Parasite Swarm (Active):
At will, the Tarrasque can summon swarms of frost-adapted parasites from its hide. These mites:

Swarm enemies, reducing visibility and mobility.

Sap warmth, causing exhaustion and cold damage.

If not dealt with, the swarm grows, blanketing the battlefield in chaos.

Legendary Actions

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.

 

Frost Titan’s Wrath (Legendary Action):
Once per combat round, the Arctic Tarrasque slams the ground, causing a glacial rupture:

Ice spikes erupt in a 100-foot radius, dealing cold and piercing damage.

Creatures on frozen surfaces must succeed on a Dexterity saving throw or fall prone as the ice cracks beneath them.

Titanic Migration (Legendary Trait):
The Arctic Tarrasque periodically uproots itself to migrate across the tundra, smashing through anything in its path. It creates permanent geographical changes, such as carving new river paths or collapsing icebergs into oceans.

Legendary Fool’s Resilience (Passive):[roll]1d20[/roll]
Any time a creature thinks they've defeated the Arctic Tarrasque, roll a d20. On a result of 15 or higher, the Tarrasque simply refuses to die, shaking off the damage like it was nothing.

Ice Shard Vomit (Active):[roll]1d20[/roll]
The Tarrasque unleashes a cone of massive, razor-sharp ice shards. These pierce armor and remain lodged in the environment, creating impassable terrain.

Frost Parasite Swarm (Active):[roll]1d20[/roll]
At will, the Tarrasque can summon swarms of frost-adapted parasites from its hide. These mites:

Swarm enemies, reducing visibility and mobility.

Sap warmth, causing exhaustion and cold damage.

If not dealt with, the swarm grows, blanketing the battlefield in chaos.

Description

The Arctic Tarrasque doesn’t just follow prey; it reshapes the world wherever it goes. Entire ecosystems adapt to its path, and locals speak of its migrations as cataclysmic events.

Absurd Apex Predator: It hunts not out of necessity, but sheer dominance. Even when prey is abundant, it might choose to destroy glaciers, fight whales, or sink ships for fun.

Foolish Mischief: Despite its terrifying power, the Arctic Tarrasque carries the Fool’s Gold flavor of unpredictable silliness. It might curiously inspect settlements, try to “play” with ships, or cause avalanches just to watch the chaos unfold.

 

Monster Tags: Titan

Habitat: Urban

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