The Spicy Tarrasque
More flavor than just a bite
While other creatures in D&D may be higher CR, or more iconic to the brand, the Tarrasque has a special place in both D&D lore and actual-play history as being uniquely powerful, starting in ADND version 1.
This, unfortunately, wasn't translated to the 5th edition version, whose abilities boil down to this: 4 single target melee attacks, an AoE Frighten, a Swallow, a passive bonus against objects, Legendary resistance & actions, and its only cool ability: Reflective Carapace. My version aims to fix this by reducing the amount of redundant abilities & introducing new abilities to cover some previous weaknesses (for example, anyone with flight and a longbow could kill a 5e Tarrasque previously, given enough time).
Inspiration behind the Monster
The lore of the Tarrasque varies, but has some common things in many generations:
- Many think there's only 1 in existence at a time.
- It was likely created by some unnatural process (gods, wizards, curse, primordial chaos)
- It exists to eat basically everything, and assert dominance over its territory, which is everywhere.
That, to me, sounds less like a species of creature, and more of a single monster being made from an existing one-- such as one of the many dinosaurs in Chult. If that were to be introduced to some experimentation or accidental magical effect, it could create a proper Kaiju.
Godzilla, King Ghidorah, King Kong, & all of Pacific Rim's Kaiju inspired this one. I want my Tarrasque to feel truly colossal,
For more monsters
www.pipfizzlebang.com
Tarrasque
Gargantuan monstrosity (titan), unaligned
- Armor Class 25 (natural armor)
- Hit Points 676 (33d20 + 330)
- Speed 40 ft.
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
- Damage Immunities fire, poison, force; bludgeoning, piercing, and slashing from non magical attacks
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses blindsight 120 ft., passive Perception 10
- Challenge 30 (155,000 XP) Proficiency Bonus +9
Arcane Carapace. When a spell requiring an attack roll would hit the Tarrasque, it is immune to its effects. Instead, it gains a stack of Surge Charge, and the spell is reflected back at the caster as if the Tarrasque had cast it.
Additionally, it has advantage on saving throws against spells, and gains a Surge Charge when it succeeds on one.Weave Radiation. When the Tarrasque has at least 2 Surge Charges, it begins to radiate pure Weave energy. When a creature would start its turn within 30ft of the Tarrasque or enter that area during its turn, it must make a DC 17 Con Save or take 4d6 Force Damage. On a success, they take half.
Weave Stitching While the Tarrasque has at least 1 Surge Charge, it regenerates 10 HP per Surge Charge at the start of its turn.
Actions
Multiattack. The Tarrasque uses its Tooth & Claw twice. It then uses its Tail Swipe attack.
Tooth & Claws. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 49 (6d12 + 10) slashing damage.
Tail Swipe. 20ft Cone, Dexterity Save DC 17. On failure, 49 (6d12 + 10) bludgeoning damage, and be knocked prone. On success, take half.
Legendary Actions
The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, & only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Charge. The Tarrasque gains a stack of Surge Charge.
Move. The tarrasque moves up to half its speed.
Force Beam (Costs 3 Surge Charges). The Tarrasque expends all Surge Charges to fire a beam of pure Weave energy in a line emanating from it, 20ft by 100ft. If a creature in this area can see the Tarrasque, it may use its reaction to move out of the area. If it does, it may make a DC 17 Dex Save; If they can't move out of this area, or on a failure, they take 39 (6d12) Force Damage. If they leave the area & succeed on the roll, they take half.
How the Tarrasque hunts
Arcane Carapace is your strongest defense, allowing you near immunity to all spells (you can only fail saves, and even then you have great odds). This also helps you fuel your most fun abilities.
So long as you have at least 1 Surge Charge, you'll regenerate HP at the start of your turn (due to Weave Stitching), and passively deal damage in a radius around you if you have 2 or more (Weave Radiation). Because of this, you'll want to save your Surge Changes until right after your turn, when you can use your Force Beam to deal massive damage to a huge area, focusing on hitting as many targets as possible. Make sure to position the beam to make it harder for people to run out of (you may want to use your legendary action Move to line up a better shot).
Other than that, its turn is simple: Tooth & Claws for single target damage, and Tail Swipe to knock multiple targets prone. (Note: If a creature is knocked prone, it will only have half its movement speed to move out of the force beam!)