TARRASQUE – 5e stats

Gargantuan monstrosity (titan), unaligned

Armor Class 25 (natural armor)
Armor Class (suggested) 28 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft.

Proficiency Bonus +9
Proficiency Bonus +15 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)10 (+0)11 (+0)11 (+0)

Saving Throws (suggested) Str +19, Int +5, Wis +9, Cha +9
Saving Throws Int +5, Wis +9, Cha +9
Damage Immunities fire, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages –
Challenge 30 (155,000 XP)

Legendary Resistance (3/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. Any time the tarrasque 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, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster. The tarrasque deals double damage to objects and structures.

ACTIONS

  • 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 15 ft., one target. Hit: 28 (4d8 + 10) stashing damage.
  • Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
  • Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., 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 30 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.

LEGENDARY ACTIONS

The tarrasque 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. The tarrasque makes one claw attack or tail attack.
  • Move. The tarrasque moves up to half its speed.
  • Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


The Tarrasque: The Most Terrible Creature in D&D

The Tarrasque is a legendary creature that has terrorized the world of D&D for decades. It is a massive, four-legged beast with a long tail, two horns, and a reflective carapace that can deflect magic. It is the ultimate challenge for any adventuring party, as it can destroy cities, shrug off spells, and devour anything in its path. In this article, we will explore the description, combat, habitat, society, and ecology of this fearsome monster.

Description

The Tarrasque is a gargantuan monstrosity that measures 50 feet tall and 70 feet long. It has a reptilian appearance, with scales, claws, and teeth. Its body is covered by a thick, metallic shell that reflects light and magic. Its head has two large horns that curve forward, and a mouth full of razor-sharp fangs. Its tail is long and powerful, capable of smashing buildings and enemies alike. Its eyes are small and red, giving it a sinister look.

The Tarrasque is an ancient creature that predates most civilizations. It is said to be a remnant of the primordial chaos that shaped the world. Some legends claim that it was created by the gods as a weapon of mass destruction, or as a punishment for the sins of mortals. Others believe that it is a force of nature, a manifestation of the world’s rage and hunger. Whatever its origin, the Tarrasque is a living calamity that awakens periodically to wreak havoc on the lands.

The Tarrasque is also known as the most dreaded monster native to the Prime Material plane. It is fortunate that there is only one of its kind in existence, as it could easily wipe out all life on the world if left unchecked. The Tarrasque spends most of its time in a deep slumber beneath the earth, sometimes for centuries or millennia . It only awakens when some external force disturbs it, such as an earthquake, a volcanic eruption, or a powerful spell. When it awakens, it emerges from its lair and begins its rampage across the surface world.

Combat

The Tarrasque is a formidable opponent that can challenge even the most powerful heroes. It has immense strength, endurance, and resilience, making it almost impossible to kill. It can deal massive damage with its bite, claws, horns, and tail, and can swallow smaller creatures whole. It can also use its frightful presence to instill fear in its enemies, or roar to create shockwaves that knock them prone.

The Tarrasque has several defenses that make it resistant to most forms of attack. It is immune to fire and poison, as well as nonmagical weapons. It has magic resistance, giving it advantage on saving throws against spells and other magical effects. It also has a reflective carapace that can deflect or redirect certain spells back at the caster. The only way to permanently kill the Tarrasque is to use a wish spell or a similar effect after reducing it to 0 hit points . Otherwise, even the slightest piece of the Tarrasque can regenerate and restore the monster completely.

The Tarrasque is not very intelligent or cunning, relying on its brute force and instinct to fight. It does not have any allies or minions, nor does it care for any treasure or territory. It simply rampages across the land, destroying everything in its way. It does not discriminate between friend or foe, attacking anything that moves or makes noise. It does not retreat or surrender, fighting until it is killed or falls asleep.

Habitat / Society

The Tarrasque does not have a fixed habitat or society. It spends most of its time in a deep slumber beneath the earth , where it remains hidden from most detection methods. It only emerges from its lair when it awakens, usually in remote or uninhabited areas. However, it may also appear near populated regions if drawn by noise or magic.

The Tarrasque does not interact with other creatures, except to attack them. It does not communicate or negotiate with anyone, nor does it have any goals or motivations beyond satisfying its hunger and rage. It does not recognize any authority or hierarchy among other beings, nor does it respect any laws or customs. It is a solitary and savage creature that lives only for destruction.

The Tarrasque does not have any natural enemies or predators, as few creatures can match its power and ferocity. However, it may encounter opposition from various factions that seek to stop its rampage or exploit its power. These may include armies, adventurers, cults, dragons, fiends, gods, or wizards. The Tarrasque may also encounter other legendary creatures that may challenge its supremacy, such as ancient elementals, primordials, or titans. The Tarrasque is a legend that shapes the world, for better or worse.

Ecology

The Tarrasque has a unique and mysterious ecology that defies conventional understanding. It does not seem to need air, water, or food to survive , although it consumes anything edible in its path when it awakens. It does not seem to age or reproduce , although some speculate that there may be more than one of its kind in existence. It does not seem to have any natural role or function in the world’s ecosystem , although it may serve as a catalyst for change or a balance for order.

The Tarrasque has a profound impact on the world’s environment and history. Its rampages cause widespread devastation and disaster, altering the landscape and climate. Its presence attracts or repels various creatures and forces, creating conflicts and alliances. Its power inspires fear and awe, influencing the culture and religion of many civilizations. The Tarrasque is also said to be responsible for the extinction of one ancient civilization, for the records of their last days spoke of a “great reptilian punisher sent by the gods to end the world”.

The Tarrasque also has a hidden potential that few know of. Legend says that a great treasure can be extracted from the Tarrasque’s carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature’s blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield. However, obtaining these materials is extremely dangerous and difficult, as it requires slaying the Tarrasque and preventing its regeneration. Only the bravest or the most foolish would attempt such a feat.