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.
It's already immune to all ranged spells, so I don't think they needed to let it keep its regen honestly, and the whole, "it appears somewhere else when it dies" is just supposed to be a part of its lore, not a condition for combat, like, for example, its not just gonna appear next to you after you reduce it to 0 hit points
Also, the tarrasque isnt an evolved creature, they were created by the gods to be weapons and were simply made with spikes, they did not form them over time
100 orcs vs 1 tarrsque
The orcs usually win (because there a so many)
When the art is scarier than the monster.
Art: 150ft tall Godzilla titan of destruction. RUN!
Statblock: 20ftx20ft moderately difficult encounter for a competent level 15-20 party and a mild annoyance for a nation's full military.
This thing is a town-destroyer, not a world-ender and certainly it's no God-Killer.
Another OP player build: I Wish the Tarrasque were gone.
The humble magic resistance and legendary resistance. But no seriously, nowhere does it say Wish can destroy any monster, it doesn’t state it and no dm worth their salt would allow you to cheese an encounter just because you spent a 9th level spell on it, if Meteor Swarm can’t destroy something, then Wish certainly ain’t.
I don't get why people are arguing about how strong monsters are or how they need to be stronger. Monsters are given stat blocks so players can fight and kill them.
Hey, it now straight up *resists* your most common attacks now, and it also now has a ton better saves, plus, RAW isn't the only way to play this. Let it throw debris, and that archer is *gone*
My friend, you have bigger problems once it's underground, since now it's going to be a shit ton harder to deal with it, and it can simply go under all your defenses and destroy your city from the inside out now. This thing is now a ******* menace.
theres a few answers to this, but either the tarrasque never evolved, it was created by the primordials as a weapon against the gods, or that the tarrasque is from a planet called falx full of other tarrasques
Can you use world shaking movement with jump?
A lot of what you said is accurate, but one point of correction. Monks cant deflect the acid damage since its not an attack roll.
A level 19 Twilight Cleric could easily solo a Tarrasque. Max Wisdom and Constitution, have Warcaster and Resilient Constitution. Take Boon of the Night Spirit at level 19 and get the Twilight Sanctuary up.
Allow the Tarrasque to swallow you (half damage on the bite attack from the boon, but this doesn't really matter) then cast Spirit Guardians at 8th level (keeps Mass Heal free if you really need it). Even with no DC boosting item the expected value from 8d8 is approximately 21.645 once odds to pass/fail the saving throw are considered. Divide the Tarrasque's HP by this expected value and it dies in about 32 rounds, or just over three minutes.
The acid damage averages at 56, halved to 28 because of the epic boon. The Twilight Sanctuary will average 22.5 temp hp, so sound down and call it 22. The cleric takes a net loss of just 6hp per round. The saving throw for concentration averages a DC of 14. With Warcaster, Resilient Con and no other stat boosting items the cleric has a con save of +11. On average it will take 100 saving throws before the cleric rolls either double nat 1's or the two possible 1 and 2 combinations, so odds are they're not dropping concentration.
Spirit Guardians lasts ten minutes so the 32 round average to kill the Tarrasque isn't an issue. At this level they have four uses of their channel divinity so can just use another when one runs out. They also have all the necessary healing spells they need to keep themselves topped up if necessary.
If using a 9th level slot for Spirit Guardians the Tarrasque is dead in 29 rounds.
A 19th level cleric is of course very strong in their own right. I just find it funny that it's actually safer for the cleric instead the stomach than it is outside getting clawed at.
Edit: It will actually be quicker if you've picked up a melee based cantrip like chill touch from magic initiate from your background as you can use your action to chip away as well. You'll miss a lot of attack rolls because of being blinded so rolling with disadvantage, but a few would get through and knock a few rounds off.
That is RAW. See Improvised Weapons.
I was making a rhetorical point.
But since we're digging into it—you are incorrect. You assert that Wish can only defeat enemies that can be defeated by Meteor Swarm, but the Rules do not require that. Wish is a way to "cheese an encounter" as you put it, and the contours of its abilities are explicitly detailed in the spell's description. The spell reads, "You may wish for something not included in any of the other effects." Wishing for the Tarrasque to be gone is "something not included in [the] other effects." The only mandatory limit on the Wish spell is as follows, "If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails." The Tarrasque is not mentioned there.
"[N]o [DM] worth their salt would allow . . . " has no bearing on whether or not the Wish spell can defeat the Tarrasque. You cannot police other tables, and the rules of the Wish spell explicitly leaves the result of the Wish to the DM to determine. A DM could rule that the Wish has no effect, or a DM could give effect to the player's Wish. Either way, you mischaracterize the nature of Wish and presuppose that all DMs will share your perspective that defeating the Tarrasque via the Wish spell simply cannot be allowed. Even if most DMs share your position, you cannot universalize your belief or present it as an actual limitation of the spell.
Also, Legendary Resistance and Magic Resistance have no effect on the Wish spell.
“This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game.” - Wish
And since the Tarrasque is ageless, this will be at minimum thousands of years or until the heat death of the universe. If being level 17 means you instantly destroy any and all threats, then why does level 18, 19 and 20 matter? Just wish Tiamat, mother of all dragons to never exist, wish that you're the one and only god of your respective world, that’s technically not the multiverse nor does it tread on the Lady of Pain's territory. Why don’t everyone wish their problems away then?
Might — Again, we return to DM disposition. Further, "gone" ≠ "dead"
Plane shift (the spell that works as close as possible to that intent) has a Charisma Saving Throw, so you still need to actually fight the thing, it only works as a finisher, not as a one shot at the start of combat. Overpowered implies that something is too strong, but if Wish requires you to burn through all its saving throws and have it fail its Charisma save, that sounds fairer than whatever you assumed.