Legendary Resistance (3/Day). If AO3 fails a saving throw, it can choose to succeed instead.
Magic Resistance. AO3 has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time AO3 is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, AO3 is unaffected. On a 6, AO3 is unaffected, and the effect is reflected back at the caster as though it originated from AO3, turning the caster into the target.
Siege Monster. AO3 deals double damage to objects and structures.
Scare tactics: Right after initiative is rolled, AO3 will cast the sacred flame cantrip on the closest PC for free.
Spellcasting. AO3 is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +18 to hit with spell attacks). AO3 has following Cleric spells prepared:
Cantrips (at will): Sacred flame, Guidance, Toll the dead, Word of radiance, Light, Resistance
1st level (4 slots): Shield of faith, Guiding bolt
2nd level (3 slots): Hold person, Enhance ability
3rd level (3 slots): Revivify, Water walk
4th level (3 slots): Banishment, Freedom of movement
5th level (3 Slots) Commune, Holy weapon
6th level (2 slots) Sunbeam (Cast from the mouth), Find the path
7th level (2 slots) Divine word, resurrection
8th level (1 slot) Sunburst (Also cast from the mouth)
9th level (1th) Gate
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.
Cleric of war: Make another attack using your bonus action. Can be used 5/day
AO3 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 (1 Action): AO3 makes one claw attack or tail attack.
Move (1 Action): AO3 moves up to half its speed.
Prayer (1 Action): AO3 casts the cure wounds spell on 5th level
Rampage (2 Actions): Move your full movement speed around. If you walk over or through an enemy they take 6d6 bludgeoning damage.
When AO3 reaches 0 hitpoints his mythic actions activate. He gains the benefits of a long rest and can use the mythic actions below when they say they can be used. AO3 has 3 mythic actions
Chosen of Ao (Feature): You gain immunity to radiant and necrotic damage and ignore all damage resistances and immunities. All your attacks also become magical for the purpose of overcoming resistances.
Moment of clarity (1 Action): When someone makes you make a intelligence or wisdom saving throw you can give yourself a +5 to either one
Top of the chain (1 action): You cast the sunbeam spell without using a spell slot when someone comes within 5 feet of you
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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4/25/2026 4:35:29 PM
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