The Legend of the Dread Lizard
The singular entity of dread found in a myriad of folklore about the land, stories of legendary heroes, myths of creation, religious iconography, and bedtime stories meant to scare children into submission - the Tarrasque is possibly the most powerful and feared creature in existence that can bring even demigods to their knees.
The origins of the tarrasque are heavily debated throughout time and a source of spectacular theory amongst scholars, sages, and kings alike.
Some theorize that the Tarrasque was a sentient weapon - forged by the hands of the primordials in the Dawn War to be released against the order of the Gods.
Some speculate that it is a foreign entity - an alien to this plane - brought here via magical transport by a cabal of insane wizards.
Others still believe the Tarrasque to be one of thousands of it's kind - a race of colossal beasts that thrive in a system far from civilized worlds.
And some even believe there to be only one true Tarrasque - and that it unknowingly traverses worlds in an endless cycle of destruction - summoned by unknown means.
Regardless of it's true origins, it shows itself in the apocalyptic stories of countless worlds - and leaves only devastation in it's wake.
Bane of Lords
Feared amongst the Powers
The Tarrasque is said to be so powerful, that upon it's waking, the world it inhabits feels an intoxicating sense of dread permeate the entirety of it's inhabitants - from the lowliest farmers to the highest kings, the darkest of fiends and the most stellar of celestials - they all feel the weight of the annihilation at hand.
It is said that upon the Tarrasque's awakening, the gods themselves are wracked with visions of the destruction it will bring upon the world - and that even the Greatest Deities will sigh at it's presence.
Unhinged Destruction
The voracious appetite of the Tarrasque - coupled with it's unbridled fury and hatred for all living creatures - will bring it to destroy and consume whole cities, kingdoms, and countries before being satisfied back into a deep slumber beneath the earth.
There are some legends that tell of times when the Powers-that-be mandate the complete apocalypse of a world - they will awaken the tarrasque with an insatiable hunger and bloodlust that will keep it awake for as long as the inhabitants of the world remain - ensuring it's absolute destruction.
The Summoning
Throughout time immemorial, the Tarrasque has been awoken in a multitude of ways, sometimes it will awaken on it's own accord, being conscious only for a few days at a time near it's origin. But on the very rare - and very unfortunate - times it awakens for a purpose, it has been known to stay awake for weeks, months - and very rarely - even years at a time.
Some high mages of prestige have attempted to summon the Tarrasque via magical ritual in times past, either to subdue it, or experiment on it. One such occasion was when the Archmage Karsus sent a detachment of adventurers to subdue the Tarrasque and cut out it's Pituitary Gland for his Magnum Opus: Karsus's Avatar (which would later lead to the fall of the Netherese Empire, the Death of the Goddess Mystra - and banning of high magic, and the subsequent death of Karsus himself).
Those who summon the Tarrasque will undoubtedly meet their demise if not properly prepared for it's wrath.
Some Legends tell of an Artifact in the shape of a carved ivory bone that has the capability of summoning the Tarrasque from it's slumber - even if it's never been seen on that world before.....One can only hope that it is a mere Legend; and woe to the fool who plays it.
Flute of the Old King
Wondrous Item, Artifact, Requires Attunement
An unassuming ivory flute carved into a bone, with various runic sigils and depictions of a reptile carved into it's surface.
When you become attuned to the flute, you gain the following effects:
- This flute can be utilized as a spellcasting focus of any type.
- You gain Advantage on all Charisma (Intimidation) and Charisma (Persuassion) checks
- You gain +3 to AC
- You regain 1d20 hit points at the start of your turn if you have at least l hit point.
- While you are attuned to the artifact, animals within 30 feet of you are hostile toward you
- There is a 10% chance that you attract the attention of a God that sends an avatar to wrest the flute from you. The avatar has the same alignment as its creator and the statistics of an empyrean - once it gains the flute, it leaves.
Special Ability: Every night you sleep, you experience a pitch black dream with an ancient melody. A proper intelligence check (DC 20) allows you to remember it when you wake.
- SONG OF THE KING - once you learn the melody, you may play it on the flute - upon completing the melody, the flute vanishes and you are overwhelmed with extreme dread. If you know the melody, and you play it when the Tarrasque is able to hear it, you lull the Tarrasque into a slumber once more.
The Tarrasque
The tarrasque is the most terrible creature known to inhabit the Prime Material Plane. The beast is a full 50 feet tall and 70 feet long quadruped with a long tail, reflective carapace, and two large horns on its head, and weighs roughly 130 tons Supposedly, there is only one tarrasque, which slumbers within the world's core. No one can predict when it will next awake.
The tarrasque is irreversibly tied to the Prime Material by its very nature. As a result, the most one could hope to do is put the creature to sleep within the core, holding it off for a while longer. However, ancient texts seem to indicate that there might be a way to finally and ultimately deal with the creature, if one could somehow deceive it, luring it into another plane and sealing it there - But even this is only a temporary fix.
Although the tarrasque is indisputably a force of pure destruction, it is not truly evil or even chaotic by nature, lacking the consciousness necessary for it to take a moral stance. As a result, it is merely driven by pure; albeit, rageful instinct.
Treasures Beyond Compare
If one were to permanently kill a Tarrasque - which in itself is thought to be impossible - or more likely: subdue the creature while alive, the riches attained from the body are priceless beyond all known capacity.
Due to the Tarrasque's nature, it's stomach acid is considered to be the most corrosive acid in existence, being both magically and alchemically potent, it dissolves any non-artifact material within only a few seconds. This being said, any legendary adventurer that found itself eaten by the Tarrasque would have their Artifacts harmlessly stored inside it's body.
Aside from the potential artifacts to be found within it, the organs and body parts alone fetch prices that could buy whole kingdoms, Such as:
- The Tarrasque's Heart - which bestows massive regenerative capabilities
- Pituitary Gland - the likes of which was used to cast Karsus's 12th level spell
- Bones, Claws & Horns - which are said to be able to be fashioned into the deadliest weapons that bypass even the strongest defenses
- Reflective Carapace - which provides the strongest mortal defense to magic
- Tarrasque Blood - could be used in powerful rituals to bind entities and gods, and cast spells of high power.
Tarrasque, Titan King of Annihilation
Colossal Monstrosity (titan), unaligned
- Armor Class 35 (natural armor)
- Hit Points 1,165 (50d20 + 640)
- Speed 60 ft., Burrow (Earthwalk) 60 ft., Climb 60 ft., Swim 60 ft.
STR DEX CON INT WIS CHA 40(+15) 11(+0) 30(+10) 6(-2) 20(+5) 11(+0)
- Saving Throws Int +7, Wis +14, Cha +9
- Damage Resistances All
- Damage Immunities acid, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, diseased, exhausted, frightened, paralyzed, petrified, poisoned, stunned
- Senses blindsight 180 ft., tremorsense 180 ft., passive perception 15
- Languages —
- Challenge 50 (1,220,000 XP)
Alacritive Instinct. The tarrasque always goes first in initiative order. It can't be surprised and other creatures do not gain advantage on attack rolls against it as a result of being hidden from it.
Amphibious. The tarrasque can breathe air and water.
Augmented Criticals. The tarrasque's attacks score a critical hit on a die roll of 18–20, and on a critical hit it rolls damage dice three times, instead of twice.
Colossal. Any large or smaller creature can enter or share the tarrasque’s space. Moving through the space of Large or smaller creatures is not considered difficult terrain for the tarrasque. A creature that enters or ends its turn in the tarrasque’s space is immediately subjected to the Tarrasque’s Trample. A creature can only be affected by trample once per turn. A creature in the tarrasque’s space can use a ranged attack to target the tarrasque’s softer belly (AC 30, no reflective carapace, no limited magic immunity).
Earthbind Aura. Creatures with a fly speed within 1 mile of the tarrasque have their fly speed reduced to 0. If a creature is in midair when it becomes affected by Earthbind Aura, it falls at a rate of 60 feet per round until it reaches the ground.
Elder of Annihilation. The tarrasque ignores all other creatures' damage resistances and immunities.
Eternal Slumber. When the tarrasque is reduced to 0 hit points - and has a Wish (or a similar spell) cast upon it successfully, it sinks back into the earth and slumbers for an indeterminate amount of time before rising once more.
Innate Spellcasting. The tarrasque's innate spellcasting ability is Charisma. It can cast plane shift (targeting only itself) at will.
Keen Senses. The Tarrasque has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
Legendary Resistance (5/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Legendary Magical Damage. All damage dealt by the tarrasque counts as +3 magical adamantine damage.
Limited Magic Immunity. The tarrasque can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Powerful Leaper. The tarrasque can leap it's long jump up to triple it's strength score. (120 feet), and high jump the same distance (120 feet).
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 d12. On a 1 to 10, the tarrasque is unaffected. On an 11 or 12, 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 60 hit points at the start of its turn if it has at least 1 hit point remaining. Any limbs lost by the Tarrasque regrow within 1d4 minutes.
Restorative Existence. No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished, wished, or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Siege Master. The tarrasque deals triple damage to objects and structures.
Surefooted. The tarrasque has advantage on saving throws made against effects that would knock it prone.
Trample. When the tarrasque enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 25 Dexterity saving throw or take 36 (6d6 + 15) bludgeoning damage and be knocked prone.
Unstoppable. The tarrasque is under the continuous effects of the freedom of movement spell.
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.
Alternatively, it can replace any one attack with a tail spine attack.
Bite. Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 41 (4d12 + 15) piercing damage. If the target is a creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. If the tarrasque rolls a critical hit, it's bite acts as a Sword of Sharpness - lopping off one of the creature's limbs.
Claw. Melee Weapon Attack: +25 to hit, reach 20 ft., one target. Hit: 33 (4d8 + 15) slashing damage, and the creature must succeed on a DC 30 Strength saving throw or be pushed up to 10 feet and be knocked prone.
Horns. Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 33 (4d8 + 15) piercing damage. If the attack roll succeeds by 5 or more, the target must make a DC 25 Constitution saving throw or be stunned until the end of its next turn.
Tail. Melee Weapon Attack: +25 to hit, reach 30 ft., one target. Hit: 29 (4d6 + 15) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. If a creature fails its saving throw by 5 or more, it is also pushed up to 60 feet away from the tarrasque. If a pushed target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was pushed. If the target is pushed at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.
Tail Spine. Ranged Weapon Attack: +25 to hit, range 100/200 ft., one target. Hit: 33 (4d8 + 15) piercing damage.
Tail Spine Barrage. The tarrasque makes a tail spike attack against any number of creatures within a 30 foot radius of a point the tarrasque can see within 200 feet. The tarrasque makes a separate attack roll for each target.
Annihilation Breath (Recharge 6). The tarrasque exhales pure energy in a 180-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 112 (32d6) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature is reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection, wish, or similar spell. The tarrasque's annihilation breath automatically disintegrates nonmagical objects or creations of magical force.
Earthquake Stomp (Recharge 5-6). Each creature on the ground within 120 feet of the tarrasque must succeed on a DC 25 Strength saving throw. If a target is within 60 feet of the tarrasque, it has disadvantage on its saving throw. On a failed save, the target takes 59 (8d10 + 15) bludgeoning damage and is pushed up to 30 feet and knocked prone, or half as much damage and isn't pushed and knocked prone on a successful one. For 3 rounds, the 120 foot area is now difficult terrain - as cracks and fissures rip their way through the area.
Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 25 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.
Metabolic Overdrive. (Recharge 6) The Tarrasque enters a state of adrenaline induced rage. Until the end of it's next turn: it's speed triples to 180 feet, all damage it deals is maxed, it regenerates 180 Hit points, and it's eyes glow with a inner red fire - all creatures who were immune to it's frightful presence are once again vulnerable to it.
Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes th e 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 outsjde the tarrasque, and it takes 56 (l6d6) acid damage at the start of each of th e 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 25 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.
Reactions
Frenzied Attack. When the tarrasque is dealt damage that reduces it to half its hit point maximum or lower, it makes one bite, claw, or swallow attack against a creature within its reach - automatically scoring a critical hit. Once the tarrasque uses this reaction, it can't use it again until it reaches its hit point maximum.
Legendary Actions
The tarrasque can take 5 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.
Barrage (Costs 3 Actions). The tarrasque makes one barrage attack.
Primordial Recovery (Costs 4 Actions). The Tarrasque regains 60 hit points and 1 use of it's Legendary Resistances.
Mythic Overkill
The following section presents alternative means of empowering the Tarrasque with a "Mythic Ability" as recently revealed as a new form of creature option in "Fizbans Treasury of Dragons".
This option WILL make the Tarrasque an unstoppable juggernaut of unparalleled destruction, and effectively create a nigh-impossible challenge to all but the truly steeled adventurer.
Long Live the King! (Recharges after a short or long rest). If the Tarrasque would be dropped to 0 hitpoints or has the wish spell cast upon it with the intention of banishing or destroying it, the Tarrasque's current hit point total instead resets to 1,000 hit points, it recharges it's Annihilation Breath, Earthquake Stomp, and Metabolic Overdrive, and regains any expended uses of Legendary Resistance. Additionally, the Tarrasque can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 1,220,000 XP (2,440,000 XP total) for being able to SOMEHOW defeat the Mythical King of Annihilation after the "Long Live the King" ability activates.
Mythic Actions
If the Tarrasque's Long Live the King trait has activated in the last hour, it can use the options below as legendary actions.
Annihilating Pulse (Costs 5 Actions). The Tarrasque begins to glow with white annihilation energy. Each creature in a 120-foot-radius sphere centered on the Tarrasque must succeed on a DC 28 Dexterity saving throw or take 55 (10d10) force damage. The pulse shares the same disintegration effects as the Annihilation Breath
Once this ability is used, the Tarrasque's Annihilation Breath recharges.
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Is This Fair?
The Tarrasque presented in the current 5th Edition handbook is not nearly as powerful as it's original counterpart.
This Version of the Tarrasque is meant to be a throwback to the old days of D&D, where the Tarrasque was meant to be the be-all, end-all of Monsters.
In older editions, the Tarrasque was never meant to be a fair fight - it was intended to push the players to their limits with their characters and present an obstacle that was nigh impossible to defeat.
If you are to use this version of the Tarrasque against your party, they must be 20th level characters (or beyond), be boasting multiple epic boons, be near godlike status, and have a multitude of abilities to even stand a chance at lasting long enough to bring it down to 0 HP...and THEN wish it away.
If you as a DM take this monster out, you intend to start the endgame of your characters - and if they manage to defeat it? Then their names are renowned throughout the world and have caught the attention of the deities themselves.