Mod | Save | ||
---|---|---|---|
STR | 30 | +10 | +10 |
DEX | 11 | +0 | +9 |
CON | 30 | +10 | +10 |
Mod | Save | ||
---|---|---|---|
INT | 3 | -4 | +5 |
WIS | 11 | +0 | +9 |
CHA | 11 | +0 | +9 |
Legendary Resistance (6/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. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.
Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can’t teleport.
Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing damage.
Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.
Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can’t teleport, 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, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.
Legendary Action Uses: 3. Immediately after another creature’s turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can’t take this action again until the start of its next turn.
I know you gave it "it just appears somewhere else when one dies" but you could have still given the Tarrasque its regeneration. Its not that hard.
I really like this listing a lot. I do wish that it had a ranged attack--flinging some of the massive debris on the ground, or even throwing some of its own scales perhaps--but this does feel like a much more potent monster.
no horn? no frightening presence? not immune to non magical slashing/piercing/bludgeoning? 4 attacks instead of 5 ? still no regeneration?
sure it can swallow as a bonus action and has 21 more hp and is faster but still....
Underwhelming CR 30 overall in my opinion
Get one archer flying with a longbow and its the easiest kill there is
Eh, that flat resistance does make it hell of a lot more tanky.
Like, easily twice as survivable as the old one in terms of flying and killing it with a bow.
Also ignored its breath weapon, but that isn't going to help it against a far away archer.
I heavily agree though about the regeneration. It is what it is missing. That and its aura of Earthbinding honestly.
I love looking up stats for monsters I know I'm never going to use in a campaign.
just send in a paraplegic version with a broken jaw
Godlike art. All it needs is:
Heave Debris. Ranged Attack Roll: +19, range 600/2400 ft. Hit: 23 (2d12 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 600-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.
Day of Armageddon (1/Day). Trigger: The tarrasque becomes Bloodied. Response: The tarrasque casts Earthquake (no Concentration required to maintain the spell), requiring no Material components and using Constitution as the spellcasting ability (spell save DC 27).
And we're golden! 😊
These initiative bonuses are psychotic XD but rly everything has expertise or is proficient with initiative now
People are sleeping on World-Shaking Movement. That's a 120 foot automatic prone, concentration breaker. Bye bye big spell. Also cutting the kiting archer's speed in half is deadly.
It's better in some aspects and....worse in others
Art > Amazing, terrifying, to scale, fantasy godzilla (not goofy dinosaur)
Stats > Nothing to say
Resistances > I hate you, this invalidate martials so much and there's no bypassing it (sort of)
Attacks > Less attacks but nasty statuses, thunderous below is cool but lacks range and damage.
Glaring flaws > Where's regeneration ? Where's the effects that prevent you from just flying 500ft above it and peppering it with arrows ? Being a Prone condition machine is NOT good fun at the game table, it's infuriating and more a bad encounter design. Also the attack bonuses are still insane and trivialise AC since it will always have a base minimum of 21 to hit (by rolling a 2) which is PLATE +3 (a legendary item) meet to beat ! And because it's a Prone machine (some without saves btw) it will pretty much always have advantage on it's targets.
Initiative > What were you smoking with these monsters ? Why does the tarrasque has expertise in Initiative ?
It burrows underground in response...
So the great god killing creature is completely helpless against anything with wings and a bow. Every God should be able to fly, someone explain how this thing was able to hunt them??? for that matter, if all it takes to chase it off is like 100 flying archers, how the hell does this thing collapse entire kingdoms? Give it regeneration and suddenly it no longer cares about those pesky mosquitos.
I'm confused at the complaints:
people say that this guy has regen, but i don't see it in the legacy stat block, and i agree the horn attack is a bit of a loss, plus a long ranged attack would probably be a good idea.
If anything, the breath weapon just needs a larger range, the larges in the game cuz is freaking DND'S GODZILLA.
In older editions the Tarrasque had regeneration (40hit points in 3e) as one of it's features. Also because of the fact that the Tarrasque has not historically had any ranged attacks the complaints about the Tarrasque being able to be defeated by a flying creature(s) with a bow has also been true for a long time. (the only rider being that the flying creature just needs to beat the regeneration healing on average when dealing damage over however many hundreds of rounds it takes to kill the beast.)
Objectively, the 2024 Tarrasque is an improvement over the 2014 version in every way.
New AoE option with good range for flying creatures within the vicinity, A large speed increase and a burrow speed to hide from pesky archers (or siege weapons), new legendary action that let's it break concentration on casters for a legendary action and slow the by knocking them prone (also knocks down any flier who were too close, more efficient legendary action to let it deal more damage at the same time as moving.
It is a stronger monster than before by every metric. But there are of course some cheese builds at level one where you could fly 155 feet high and dip into 150 feet and start shooting the beast for hundreds of rounds in order to hit on a critical strike and deal (2d8+5)/2 piercing damage, without the Tarrasque being able to hit you back with anything. That would require the Tarrasque to not just decide to go underground for a 8 hour wait, so that you come down for a long rest and into the reach of it's chomp.
To people who say, "This is disappointing because you can just fly 150 ft above it and shoot down until it evidentially dies or retreats underground"
Imagine buying a high quality car and then looking through it's anatomy to look for the easiest way to destroy it, destroy it in the easiest way possible, and then complain about how easy it was to destroy. You are doing this to yourself.
If you fight this thing the way you are suppose to fight it, it will be hard and probably have fun. If you chose to cheese it, you shouldn't complain about how cheesable it is. With the old one, sure, it was possible to accidently start cheesing it but this one you have to try.
https://www.dndbeyond.com/monsters/5205002-mother-tarrasque
I made this before seeing your response, to try and improve the tarrasque using an old mythic encounters book I got. What do you think?
What archer has hundreds of arrows on them?
Unless you're packing a magic item layout designed to store unlimited/have regenerating ammunition &/or a gigantic GP budget, that archer is going to run out of arrows eventually.
& there's no guarantee that the DM is going to give out the magic items and/or gold to perform that archer set...
It's not the best hypothetical unless you have a particularly giving DM.
& even then, if the flier isn't explicitly allowed to hover RAW, they're going to have to roost eventually.
Would love to have a look, but I am getting the dreaded zombie beholder error when trying to have a look at the statblock.
Personally at CR 30 you can practically do anything you want with the monster and it would be fine.
CR 30 is basically the do what you want range of difficulty, for example if i were to run the Tarrasque in my game I would most likely also give it a mythic phase that would empower its legendary actions even further, give it a souped up version of a stone toss from the stone giant and give it regeneration or have the Tarrasque be able to heal from the damage it deals to swallowed creatures.
Basically anything you do to make a CR 30 creature stronger is good to go in my oppinion.
https://www.dndbeyond.com/monsters/5205002-mother-tarrasque
Try this one. If it doesn't work, just type "Mother tarrasque" under the homebrew searching. Look for my name.
Did you not read the stats? 12d12 thunder damage in a 150 foot cone. That's a pretty nasty ranged attack.