Tarrasque Collosal Monstrosity, unaligned Armor Class 25 (natural armor) Hit Points 676 (33d20+330) Speed 40ft, burrow 40ft, climb 30ft STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) Saving Throws INT +5, WIS +9, CHA +9 Skills Athletics +19 Damage Resistances Acid, Force Damage Immunities Fire, Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Poisoned, Frightened, Paralyzed, Stunned Senses Blindsight 180ft, Tremorsense 180ft, Passive Perception 10 Languages -— Challenge 32 Legendary Resistance (5/day). If the Tarrasque fails a saving throw, it can choose to succeed instead. Excavator. The Tarrasque can burrow through solid stone with no penalty to its burrowing speed, leaving a tunnel with a diameter of 50ft in its wake. Icon of Terror. The Tarrasque has advantage on attack rolls against creatures who are frightened by it. Additionally, while within line of sight, creatures frightened of the Tarrasque have their flying speed (if any) reduced to zero. An airborne creature affected by this descends at 60ft per round until it reaches the ground. Magic Resistance. The Tarrasque has advantage on saving throws against spells and other magical effects. Magic-Repellent Carapace. Any time the Tarrasque is targeted by a Ray of Frost, Ray of Sickness, Ray of Enfeeblement, Scorching Ray, Prismatic Spray, Disintegrate, Magic Missile, any other ray/beam spell, a line spell, or a spell that requires a ranged attack, it is unaffected and the spell is reflected back at the caster as though it originated from the Tarrasque, turning the caster into the target. Titanic Might. The Tarrasque’s weapon attacks are considered magical and adamantine. Siege Behemoth. The Tarrasque deals triple damage to objects and structures. It is also unaffected by nonmagical difficult terrain. Im an
Tail. Melee Weapo n Attack: + 1 9 t o hit , r e ach 2 0 ft , o n e t a r g e t. Hit: 2 4 ( 4d6 + 1 0 ) bl udg e o nin g dama g e. If t h e t a r g e t is a cr e a t u r e , it mu s t make a S T R s a vin g t h r o w ( D C 2 5 ) o r els e b e kn ocked back 2 0 ft a nd pr o n e. Stunning Slam (Recharge 5-6). T h e T a r r a squ e make s a t ail a t t ack, bu t do e s n ’ t kn ock t h e t a r g e t back o r pr o n e. In s t e ad, t h e t a r g e t m u s t make a CON s a vin g t h r o w ( D C 2 5 ) o r els e become s t u n n ed u n til t h e e nd o f t h eir t u r n. Terrifying Presence. Each creature of the Tarrasque’s choice within 180ft of it and aware of it must succeed on a WIS saving throw (DC 25) or else be frightened for 1 ho u r. A creature can repeat this saving throw at the end of each if its turns, with disadvantage if the Tarrasque is within line of sight, ending the effect 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 Terrifying presence for the next 24 hours. Oblivion Breath (Recharge 6). The Tarrasque exhales a beam of destructive energy in a 1000ft line, 25ft wide. All creatures within this area must make a DEX saving throw (DC 25) or else take 135 (10d12+70) force damage, or half as much on a successful save. Additionally, The area in the beam becomes under the effects of an Antimagic Field spell for 1d4 rounds. Creatures inside the Tarrasque automatically take half damage from this attack. If a creature is reduced to 0 HP from this attack, they turn into a fine grey ash as with the Disintegrate spell. In addition, this attack automatically di sin t e g r a t e s all g a r g a n t u a n o r smalle r n o nma gical obj ect s o r cr e a tio n s o f ma gical force in its way. If these objects or creation s w o uld pr o vide a n y co v e r f o r cr e a t u r e s be hin d t h em, it is ig n o r ed. If t h e s e obj ect s o r cr e a tio n s a r e la r g e r t h a n g a r g a n t u a n , t h e a t t ack le a v e s be hind a 2 5 ft di ame t e r ci rcl e in its wake. Bonus Actions Tectonic Cataclysm (1/Day). The Tarrasque releases a terrible roar, creating a seismic anomaly encompassing the area within 90ft and forcing all creatures within 90ft to make a CON s a vin g t h r o w ( D C 2 5 ) o r els e t ake 7 ( 2d6 ) t h u nde r dama g e a nd become de a f e n ed f o r a mi n u t e. For each r o u nd a ft e r t h e fi r s t , t h e s eismi c a n omaly cr e a t e s di ff e r e n t e ff ect s a t t h e s t a r t o f t h e T a r r a squ e ’ s t u r n s. Round 2: The ground begin s s h aki n g a n d e r uptin g a s a n e a r t hqu ake s e t s in. All g r o u n d wit hin t h e a r e a become s di fficult t e r r ain. Rou nd 3: A n umbe r o f fi s s u r e s equ al t o 2d4 ope n t h r o u g h o u t t h e a r e a. E ach fi s s u r e is 3d4 x 1 0 ft de ep, 1 5 ft wide , a nd e x t e nds f r om o n e edg e o f t h e a r e a t o t h e oppo sit e side. A cr e a t u r e s t a ndi n g o n a spo t w h e r e a fi s s u r e ope n s mu s t make a D E X s a vin g t h r o w ( D C 2 5 ) o r els e f all in. On a s ucce s s f ul s a v e , a cr e a t u r e mo v e s wit h t h e fi s s u r e ’ s edg e a s it ope n s. Rounds 4-10: The ground shakes violently , f o rci n g all cr e a t u r e s o n t h e g r o u nd t o make a D E X s a vin g t h r o w ( D C 2 5 ) o r els e f all pr o n e. The shaking also counts as a severe di s t r actio n f o r t h e pu rpo s e s o f main t ainin g co nce n t r a tio n o n spells. Reactions The Tarrasque can take t w o r e actio n s pe r r o u nd bu t o nly o n e pe r t u r n. Thrash. Whenever a creature wit hin 2 0 ft o f t h e T a r r a squ e make s a n a t t ack a g ain s t it , r e g a rdl e s s if it hit s , t h e T a r r a squ e ca n ma k e a t ail a t t ack a g ain s t t h a t cr e a t u r e. Spell Reflect. If the Tarrasque succe eds o n t h e s a vin g t h r o w o f a spell, t h e T a r r a squ e ca n ch o o s e a n o t h e r cr e a t u r e (incl udi n g t h e spellca s t e r ) wit hin 6 0 ft o f it. T h e spell t a r g e t s t h e ch o s e n cr e a t u r e in s t e ad o f t h e T a r r a s q u e. Legendary Actions The Tarrasque can take 5 legendary actions, ch o o sin g f r om t h e optio n s belo w. Only o n e 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 turns. Move. The Tarrasque moves up to half its speed. Attack. The Tarrasque makes one tail or claw attack. Onslaught (Costs 2 Actions). The Tarrasque make s o n e r ock, bi t e , o r s w allo w a t t ack. D i g e s t ( C o s t s 2 A c t i o n s ) All cr e a t u r e s in side t h e T a r r a squ e t ake ( 1 6d6 ) acid dama g e. Recharge (Costs 2 Actions): The Tarrasqu e a t t empt s t o r ech a r g e it s Qu aki n g S t omp, S t u n nin g Slam, a nd Oblivio n B r e a t h a t t acks. Gore (Costs 3 Actions). The Tarrasque make s o n e h o r n a t t ack. A n t i m a g i c P u l s e ( C o s t s 4 A c t i o n s ) . T h e T a r r a squ e r ele a s e s a puls e o f a n tima gic, instantly dispelling all spells of seventh le v el or lower within 90ft. Ambth
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