| 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.
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Posted May 26, 2026me to!
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Posted Jun 16, 2026lots of folks saying you can just stay out of reach of it and pepper it with arrows - if you WANT to be at Disadvantage when shooting with a longbow - then yes, you are able to MAYBE kill it from range - otherwise you are at the exact range that it can hit you with its breath weapon, or closer.
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Posted Jun 25, 2026so, you give a lvl 1 party some OP gear and then make them fight one
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Posted Jul 4, 2026I head cannon it as a Bullette grows into the new tarrasque
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Posted Jul 6, 2026All you need to do, to easily kill it, is have at least 2 spell casters in your party.
Method one, have one dude cast Prismatic Wall, horizontal, above Terrasque, then have other dude cast Reverse Gravity. The Terrasque will go through all layers, and if you can cancel Reverse Gravity before last layer(Banishment), it will fall through all of them again. Repeat endlessly for maximum damage. (Eventually it will fail some saving throws)
Method two, have a spellcaster cast force cage on the Terrasque, then have another dude cast Sickening Radiance. The creature will eventually fail, ~50 to 100 rounds later.
Method 3, have a dude Polymorph into Gargantuan or Huge sea creature, then have the spellcaster cast Gate or Plane Shift to a lake, sea, or ocean. The Polymorphed player should grapple and hold the Terrasque under ocean or sea. Drowning, eventually.
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Posted Jul 28, 2026King comment
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Posted Jul 28, 2026another king comment
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Posted Aug 9, 2026That link just leads to an error page
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Posted Aug 9, 2026If you have spell slots for prismatic wall, just cast wish to one-shot the monster.
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Posted Aug 10, 2026I like the new tarrasque a lot. it feels much more dangerous but i would have liked better range options
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Posted Aug 19, 2026I mean, why not give it a buffed version of earthquake, along with a new attack and give it spellcasting, and a new trait:
Trait: Rooted in place: the Tarrasque is unable to be planeshifted, unless it is prone or incapacitated. It is unaffected by any movement spells, such as Reverse gravity. It also benefits from the Immutable form trait.
Breath of the ancients: All creatures within a 500-foot cone have to make a DC 28 Dexterity saving throw or take 18d10 force damage, or half as much on a successful save.
Spellcasting, requiring no material components: Spellcasting (Spell save DC 20)
At will: Earthbind (500 feet instead of 300 feet), Earth Tremor (level 9 version)
4/Day: Earthquake
Or, if you want, replace the reaction with breath of the ancients or a 500 foot version of thunderous bellow.
Now this feels like an insane boss monster that is more immune to cheeses and such!
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Posted Aug 19, 2026Also, maybe make it so that if a creature (gargantuan only) attacks it from behind, it is impaled on the spikes and takes 12d8 damage, as the spikes are sharp.
Also, give it a new attack:
Gore: The tarrasque stabs forward with its two large horns, and any creature (sizes huge or larger) takes 12d10 damage.
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Posted Aug 20, 2026Legendary 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.
Primal Awakening. When the Primal tarrasque would drop to 0 hit points, it regains 497 hit points, gains resistance to fire, cold, poison, lightning, and acid damage. It also gains the primeval breath attack, and begins healing 40 hit points per turn. If it heals to 750 hit points, it loses its mythic actions and primal awakening abilities until it finishes a long rest.
Immutable form. This monster cannot be shape-shifted into anything
Titanic weight. This monster cannot be teleported, have gravity reversed on it, or be plane shifted, unless it is prone.
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.
Primeval Breath (Recharge 4-6). Once the Tarrasque has undergone primal awakening, it is able to use this attack. Dexterity saving throw: DC 29, each creature in a 500 foot cone. Failure: 84 (14d12) Acid, cold, lightning, fire, and poison damage. Success: Half damage only. Failure or Success: The creature begins burning (fire breath), has it's speed halved (cold breath only), Takes an additional D12 damage (acid breath only), or becomes Poisoned (Poison breath only).
Tremor (Recharge 6). The tarrasque can use Earth tremor, at level 5, up to five times, or replace three uses with Earthquake.
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.
Earthbind. All creatures within a 700 foot sphere that can fly and are not allied with the tarrasque are under the effects of the Earthbind spell, but are forced to the ground immediately, ignoring all types of ways to soften falling. All creatures take an additional d4 bludgeoning damage per 5 feet they were off the ground.
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.
Mythic Actions ______________________________________________________________________________________________________________________________________________________________________
Mythic 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.
Wrath of the elements . The tarrasque takes one primeval breath action.
Elemental Shockwave (Costs 2 Actions). The tarrasque flourishes with the power of the elemental planes. All creatures (sizes huge or smaller) within a 300 foot sphere are knocked prone, and take 56 (28d4) cold, fire, acid, poison, and lightning damage (to total this amount, not that much damage from this type). All structures within this range take double amount of bludgeoning damage, and begin burning. This action cannot be used again until the start of the tarrasque's turn.
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Posted Aug 20, 2026See, this is an actually deadly boss monster, that forces you to just not straight up cheese it, but to actually fight it.
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Posted Sep 7, 2026Everyone is saying that the tarrasque can be cheesed, but say you have a level 20 aarakocra fighter with a +3 longbow and 20 dexterity. They'll still need a 9 to hit (25 - 3 - 11) and be attacking with disadvantage). Whenever they hit, they'll only deal 6 damage, so that's 24 damage per round, assuming all attacks hit (which won't happen multiple rounds in a row unless you're very lucky). The tarrasque has almost 700 hp. If you really think you can cheese it, give it a ranged attack with 600+ maximum range (or just do it because you can, if you realize you can't cheese it).
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Posted Sep 7, 2026Gods are much stronger than characters (even the aspect of Bahamut or Tiamat is CR 30 with 2 lives), so if a god would care that your character is casting wish, they can try to stop it. A god would probably care if you're destroying their siege weapon. Wish isn't meant to imbalance the game. Any DM wouldn't let you one-shot the final boss with one spell.
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Posted Sep 9, 2026I really like these additions. As written, it doesn't seem quite as epic as previous editions. I remember something about needing a Wish spell to be able to hurt it and another one to make sure it doesn't get back up once you take it down. Also spell immunities and such. Hmmm, worth looking into a bit more.
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Posted Sep 9, 2026"You're saying I should throw WHAT at my Level 5 party?!?!"