5e SRD 5.2.1 · 5.2.1
Tarrasque
Monsters > Tarrasque
Gargantuan Monstrosity (Titan), Unaligned AC 25 Initiative +18 (28) HP 697 (34d20 + 340) Speed 60 ft., Burrow 40 ft., Climb 60 ft. MOD SAVE MOD SAVE MOD SAVE Str 30+10+10Dex 11+0+9Con 30+10+10 Int 3−4+5WIS 11+0+9Cha 11+0+9 Skills Perception +9 Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses Blindsight 120 ft.; Passive Perception 19 Languages None CR 30 (XP 155,000; PB +9) Traits Legendary Resistance (6/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. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures. Actions Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12
- 10) Piercing damage, and the target has the Grappled
condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can’t teleport. Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8
- 10) Slashing damage. Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8
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- Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only. Bonus Actions Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can’t teleport, 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 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone. Legendary Actions Legendary Action Uses: 3. Immediately after another creature’s turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns. Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack. World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can’t take this action again until the start of its next turn. To u g h s To u g h Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 32 (5d8 + 10) Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 15+2+2Dex 12+1+1Con 14+2+2 Int 10+0+0WIS 10+0+0Cha 11+0+0 Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6
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- Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.