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JNAProductions
2017-11-24, 09:51 PM
Tarrasque
Gargantuan Monstrosity (Titan), Unaligned

Armor Class 25 (Natural Armor)
Hit Points 676 (33d20+330)
Speed 80', Burrow 40'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


30 (+10)
11 (0)
30 (+10)
3 (-4)
11 (0)
11 (0)



Saving Throws Int +5, Wis +9, Cha +9
Damage Immunities Fire, Poison, Bludgeoning, Piercing, and Slashing from non-magical sources
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhausted
Skills Perception +9, Athletics +19, Stealth +9
Senses Blindsight 120', Passive Perception 19
Languages -
Challenge 30 (155,000 XP)


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.

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 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.

Siege Monster: The tarrasque deals double damage to Objects and structures.

Titan Of Destruction: The Tarrasque's melee attacks bypass resistance, and treat immunity as resistance instead.

Terrifyingly Good Jumper: The Tarrasque may jump up to its full movement allotment (even if it Dashes) instead of making a normal move, typically using this to nab fliers or avoid difficult terrain that is somehow massive enough to stop it. It also never takes fall damage.

Big: The Tarrasque is large enough creatures can freely move under it, so long as it's not prone or otherwise actively preventing people.

Damage Threshold 15: If the Tarrasque takes less than 15 points of damage from an attack, it is completely ignored.

Actions


Multiattack: The tarrasque can use its Frightful Presence. It then makes either five melee attacks (one with its bite, two with its claws (of either variety), one with its horns, and one with its tail) or three ranged attacks. It can use its Swallow instead of its Bite.

Bite Melee Natural Attack: +19 to-hit, reach 10', one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled . Until this grapple ends, the target is Restrained, and the Tarrasque can't bite another target.

Claw Smash Melee Natural Attack: The Tarrasque selects a 5' radius area centered on any point within 15' of itself. All creatures and objects within the area must make a DC 27 Dexterity save, taking 19 (2d8+10) bludgeoning damage on a failed save.

Claw Sweep Melee Natural Attack: The Tarrasque sweeps an area, hitting a 15' cone with its claws. All creatures within the area must make a DC 27 Dexterity save, taking 19 (2d8+10) slashing damage on a failed save.

Focused Claw Melee Natural Attack: The Tarrasque focuses its clawed forelimbs on one target. +19 to hit, reach 15', one target. Hit: 28 (4d8+10) slashing damage and the Tarrasque may immediately attempt a grapple.

Horns Melee Natural Attack: +19 to-hit, reach 10', one target. Hit: 32 (4d10+10) piercing damage.

Tail Melee Natural Attack: The Tarrasque sweeps a 20' radius half-circle around itself. All creatures and objects within the area affected must make a DC 27 Dexterity save, taking 21 (3d6+10) bludgeoning damage on a failed save. Anyone who fails their save must also make a separate DC 20 Strength save or be knocked prone.

Focused Rock Throw Thrown Improvised Attack: +10 to-hit, range 150'/600', one target. Hit: 36 (4d12+10) bludgeoning damage.

Cluster Rock Throw Thrown Improvised Attack: Range 150'/600'. All creatures and objects within a 10' radius burst centered on any point within range must make a DC 20 Dexterity saving throw or take 23 (2d12+10) bludgeoning damage and be pushed 5' back from the center on a failure. If the throw is in Long Range, the save is made with advantage.

Frightful Presence: Each creature of the Tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 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 until it rests.

Swallow: The tarrasque makes one bite Attack against a Large or smaller creature it is Grappling. If the Attack hits, the target takes the 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 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, 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.

Bonus Actions


Primordial Strength: The Tarrasque draws on its reserves of immense power, regaining 39 (6d12) HP.

Crush Melee Natural Attack: The Tarrasque drops to the ground, crushing anyone or anything unfortunate enough to be underneath it at the time. All creatures and objects under it must make a DC 27 Dexterity save (with disadvantage if they are more than 5' from the edge of the Tarrasque). On a failure, they take 78 (12d12) bludgeoning damage, or half on a success.

Legendary Actions


The Tarrasque can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Attack: The Tarrasque makes a single claw, tail, or thrown rock attack.
Move: The Tarrasque moves up to its speed
Chomp (Costs 2 Actions): The Tarrasque makes one bite attack or uses its swallow.

Lair Actions


The Tarrasque's lair is wherever it walks. On initiative count 20 (losing ties) the Tarrasque can take a lair action to cause one of the following effects to occur. It cannot choose the same effect twice in a row.

-The ground cracks and splits open, creating difficult terrain for all landbound creatures except the Tarrasque in a 120' radius.
-The winds whip to an ever-greater flurry. All creatures within 120' of the Tarrasque (except itself) must make a DC 20 Strength save or be knocked prone. Flying creatures have disadvantage on this save.
-Rain comes down in ever-pouring sheets, even harder than usual. All creatures within 120' except the Tarrasque take 21 (6d6) bludgeoning damage from the hard precipitation.

Regional Effects


The Tarrasque's region is wherever it walks as well. Surrounding the Tarrasque to a radius of no more than nine miles are the following effects:

-Earthquakes happen in ever-greater frequency. The very earth rebels against the Tarrasque's footfalls.
-A constant storm of hurricane-like proportions surrounds the Tarrasque at all times. It ebbs and flows, from about 5 mile radius to the full 9 miles. This storm makes it impossible to get good rest without absolute shelter, such as a fortified bunker. In addition, it limits line of sight to no more than 60' for any creature within except for the Tarrasque, and imposes disadvantage on Perception checks for anyone but the Tarrasque. Finally, the winds are such that anyone attempting to fly more than 100' up will find themselves blown harshly into the ground.
-Magical effects quake and fail in its presence. Any non-permanent magical effect that lasts more than ten minutes sputters and fails after that time. More permanent magical effects may be destroyed too-it is unknown, since they last longer than non-permanent ones and there just plain aren't survivors to report if Mythals or the like were destroyed by the storm or by the Tarrasque itself.

LordKarnox
2018-12-23, 09:26 PM
How big is this Tarrasque? In my opinion, bump it up to 80 ft tall and 100 ft long. That should be good. Lets say the weight is 200 tons? The lair actions shouldn't be a thing. The Tarrasque meant to be a rootless, nomadic monster. And bludgeoning damage from RAIN thats powerful enough to kill a commoner is insane for city siegeing, And shouldn't the claw sweep be a half circle? And as for the claw smash, 5 ft radius? Really? At least a 20x20 ft square would be okay, and bump down the DC to 22. The bonus action 39 Hp regen a turn is a just a tiniest bit too much. Make it 30 and it'll be good. As for the crush, it should be DC 10 save or die. The tarrasque falls pretty slow, but its heavy. Really dang heavy. And as for the immunity to fall damage make it immune until it falls more ethan 120 ft, then its resistant. I like the image of the Tarrasque roaring as it falls off a mountain and into a ravine. As the for the dex saves, it should be more for building destruction, as the tarrasque's attacks should be pretty slow. DC 15 at most. Also, whats the grapple DC?
Otherwise, awesome, nice job.
:smallbiggrin:

JNAProductions
2018-12-31, 12:30 PM
I don't want any save or dies. Those aren't fun.

And it's 39 because it's 6d12.