Tarrasque

Tarrasque

Gargantuan beast (titan)
Challenge

STR
10
DEX
0
CON
10
INT
−4
WIS
2
CHA
4

676
33d20+330
29
Soak
5
Fort
+18
Ref
+13
Will
+11
Defense note natural armor
Damage immunities fire, poison; bludgeoning, piercing, and slashing from attacks
Condition immunities burning, charmed, frightened, paralyzed, poisoned

Speed 8 m.
Skills Athletics +18 (29), Brawn +18 (29), Perception +10 (21)
Senses blindsight 20 m.

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.

Maneuvers. The tarrasque uses maneuvers (maneuver save Difficulty 27). It has 57 stamina dice which are d8s, a dice limit of 10, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, blood in the water, bonecrush, charge, cripple, debilitating crush, disorient, fearsome beast, fountain of blood, grapple, hammer through, hammering blow, knockback, rampage, rolling stone, smash, spring attack, sprint, swipe, tear flesh, trampling charge

2 stamina dice: frenzy, retaliate, spellsplinter, stone bones, sturdy stance, tear tendon, tremoring strike

Reflective Carapace. Any time the tarrasque is targeted by a magic missiles spell, a cone or line spell, or a spell that requires a ranged attack, 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.

Regeneration. The tarrasque regains 30 health at the start of each of its turns. While the tarrasque is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. The tarrasque dies only if it starts its turn with 0 health and doesn’t regenerate.

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

Actions (5)

Bite (1/turn). Melee Weapon Attack: +18 to hit, reach 2 m. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape Difficulty 9). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.

Claw (2/turn). Melee Weapon Attack: +18 to hit, reach 3 m. Hit: 28 (4d8 + 10) slashing damage.

Horns (1/turn). Melee Weapon Attack: +18 to hit, reach 2 m. Hit: 32 (4d10 + 10) piercing damage.

Tail (1/turn). Melee Weapon Attack: +18 to hit, reach 4 m., one target not grappled by the tarrasque. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a Difficulty 27 Reflex saving throw or be knocked prone.

Frightful Presence (1/turn). Each creature of the tarrasque’s choice that is within 20 meters of it and aware of it must succeed on a Difficulty 21 Will 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 (1/turn). The tarrasque makes a bite attack against a Huge or smaller creature it is grappling. If the attack hits, the creature takes the bite’s damage, it 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 its turns. The tarrasque can have only one Huge creature (or 2 Large, 4 Medium, 6 Small, and 10 Tiny) creature swallowed at a time.

While the tarrasque isn’t incapacitated, it can regurgitate all swallowed creatures at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the tarrasque takes 60 damage or more on a single turn from the swallowed creatures, the tarrasque must succeed on a Difficulty 25 Fortitude saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 1 meter of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 meters of movement, exiting prone.

Once a creature is no longer swallowed, its armor or natural armor is corroded 4 until the end of the tarrasque’s next turn or until the end of the round if the tarrasque is dead.

Roar (Costs 2 actions; Recharge 5–6). Each creature in a 20-meter cone or line must make a Difficulty 27 Fortitude saving throw. On a failure, a creature takes 144 (32d8) concussion damage, is deafened for 1 minute, and is knocked prone. On a success, a creature takes half as much damage and isn’t deafened or knocked prone.

Concussive Roar (Costs 2 actions; 3/day). Each creature within 200 meters of the tarrasque and able to hear the roar must make a Difficulty 27 Fortitude saving throw. On a failure, a creature takes 144 (32d8) concussion damage, is deafened for 1 minute, and is knocked prone. On a success, a creature takes half as much damage and isn’t deafened or knocked prone.

Legendary actions (3)

Only one legendary 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.

Chomp (Costs 2 actions). The tarrasque makes one bite attack or uses its Swallow.

Move. The tarrasque moves up to half its speed.

Urbansrd

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature hits you with a melee attack, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature within your weapon’s reach casts a spell, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.

As a reaction, which you use when you make a skill check or a saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failure, a creature is knocked prone.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.