Tarsque
As we delved into the deeper sections of the cave system we found that it began to grow incredibly hot. This trek had already been odd as we hadn't encountered any enemies so far in this section of the cave. We soon came across a small cavern dotted with pools of lava. We began to turn back due to the overbearing heat, when a hulking humanoid figure emerged from one of the pools. I felt dread grasp my heart as the figure resembled the most dreaded beast in all of history, the Tarrasque!
─ An adventurer encountering a tarsque for the first time
Heralds of Doom
Tarsque are often seen by others as heralds of a great catastrophe to come, as they are born from the Tarrasque itself which is the living embodiment of catastrophe. They are turned away and shunned by the common folk for fear of disaster caused by them. It also doesn't help that they are more prone to the accidental breaking of things. This is not out of any evil intent however, but out of an innate urge caused by their progenitor that most tarsque strive to suppress.
From the Core
Tarsque were first discovered in the aftermath of a volcanic eruption. They had been pulled from within the earths core to the surface by the flow of magma. They have the strange ability to immerse themselves within magma or lava with no ill effects. Decent numbers of tarsque have since their discovery of the surface world migrated to live amongst the surface dwellers. They often build communities and structures near volcanic regions.
Tarsque Names
The names of these strange and terrifying creatures are guttural and are taxing on the vocal chords of regular humanoid races to use regularly. Due to this they often take up a second name to use amongst other races, and only use their actual name amongst their own kind or other races capable of properly using their names. Their second names are usually descriptors of themselves rather than "proper" names.
Actual Names. Skree'onk, Gharzkavcaukus, Kralshgik, Gruziqeskxan, Taraquscerek
Second Names. Magma Walker, Horned One, One Eye, Claw
Tarsque Traits
Ability Score Increase. Your Constitution increases by 2 and your Strength increases by 1
Age. Being a recent race of people to emerge in the world it is not known how long they can live. It is estimated to be around 130 years though.
Size. They are massive brutes, but not unreasonably large. They get to be about 6-7 feet in height and around 200-300 pounds. Your size is Medium.
Alignment. The innate urge to destroy caused by their connection to the Tarrasque that they strive to suppress causes them to lean into the chaotic side of the spectrum.
Speed. Being as big as they are, they aren't particularly fast. Your speed is 25 feet, and when immersed in lava or magma you have a swim speed equal to your movement.
Siege Horns. You have horns that adorn your head. You are proficient with your horns. You can make an attack with them that deals piercing damage equal to 1d6 + your Strength modifier. Your horns deal double damage to objects and structures.
Magmaborn. Due to their origin from the planets core they have an immunity to the hazardous effects of lava and magma and can see unobscured out to 25 feet while submerged in lava or magma. They also have a resistance to fire damage.
Natural Armor. You have a tough hide. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Primordial.
Additional Feats
If your DM allows you to use feats as described in chapter 6 of the Player's Handbook, a tarsque character has access to the following feats.
Soul of Destruction
Prerequisite: Tarsque
You learn how to channel the destructive prowess granted to you by the influence of the Tarrasque. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- The damage die for your Siege Horns becomes a d8.
- Any melee weapon attack you make deals double damage to objects and structures.
Worldshaker
Prerequisite: Tarsque
You heard the call of the Tarrasque within your very being echoing out and shaking you to your core. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You can cast Thunderwave once per short or long rest. Constitution is your spellcasting ability for this spell.
- You are immune to being frightened.
Art Credit: Tony DiTerlizzi