Homebrew Tarrasqin Species Details

Some sages argued that the tarrasque was created by the primordials as a weapon of destruction during the Dawn War, with the purpose of undoing the stability instilled in the world by the gods so that the primordials could remake it. Fortunately, the primordials created only one tarrasque. However, the tarrasque wasn't the only monstrous weapon created. The primordials also created humanoid versions of the tarrasque called tarrasqin. Tarrasqin retain a thick carapace and spines and have a variety of natural weapons. Although much smaller than the tarrasque they are far more intelligent.

Tarrasqin Traits

Your primordial creation manifests in a variety of traits you share with other Tarrasqin.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age

Tarrasqin do not venture into the material plane until they are physically mature. The primordial plane has a different sense of time, your age is unknown. You cannot die of old age.

Alignment

Although the tarrasque was indisputably a force of pure destruction, it was not truly evil or even chaotic by nature, lacking the consciousness necessary for it to take a moral stance. As a result, it was merely neutral in alignment. Depending on how long you have been on the material plane your alignment may have been influenced in any direction.

Blindsight

You can perceive your surroundings without relying on sight within 60 feet. You have two small eyes, but you do not rely on these for your primary method of sensory perception—if you are blinded or lose an eye, you are effectively unhindered. 

Carapace

Due to your tough, scaly skin covered in spines and bone plates, you are ill-suited to wearing armor. Your AC is 13 + your Constitution modifier. A shield’s benefits apply as normal while you use your natural armor. Your carapace also grants you some resistance to magical damage. Any time you take damage from a magical weapon or spell you can use your reaction to grant yourself resistance to the triggering damage. You may use this feature once per long rest. 

Deep Slumber

While taking a long rest, you remain in a deep slumber unable to wake up for the duration unless you take damage.

Languages

You can speak common and primordial.

Natural Weapons

Depending on you natural build you may choose one of the following natural weapons.

  • Bite - You have a fanged maw dealing piercing damage equal to 1d8 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit with your bite attack, you can attempt to grapple the target if it is large or smaller using your bonus action.
  • Claws - Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action if you are not holding anything in either hand.
  • Horns - Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit with your horns attack, you can use a bonus action to try to shove the target up to 10 feet away from you.
  • Tail - You have a lashing, spiny tail, which deals 1d10 piercing damage + plus your strength modifier on a hit and has the reach property.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Size

Tarrasqin are between 6 and 8 feet tall and weigh between 300 and 400 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Previous Versions

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