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Tarrasque

Tarrasque
  • Size: Gargantuan
  • Type: Monstrosity (Titan)
  • Alignment: Unaligned
  • AC: 25
  • Initiative: +18 (28)
  • HP: 697 (34d20 + 340)
  • Speed: 60 ft, Burrow 40 ft., Climb 60 ft.
ATTRVALMODSAVE
STR30+10+10
DEX11+0+9
CON30+10+19
INT3-4+5
WIS11+0+9
CHA11+0+9
  • Skills: None listed
  • Senses: Darkvision 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 + 10) 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.

Lore & Background

The Tarrasque is a legendary creature of unparalleled destruction, often described as the most powerful monster in existence. This colossal abomination combines features of dragons, dinosaurs, and demons into a nearly indestructible engine of apocalyptic devastation. Ancient texts speak of the Tarrasque as a primordial force of destruction that emerges only when the world faces its greatest crises, serving as both harbinger and agent of civilization's end.

Sleeping deep beneath the earth for centuries or millennia at a time, the Tarrasque awakens only when disturbed by powerful magic or when cosmic forces decree that the time for destruction has come. Its emergence marks the beginning of calamitous events that reshape entire continents, making it a creature that exists more in legend than reality for most mortals. Those few who have witnessed its rampage and survived speak of destruction beyond comprehension.

Combat Tactics

The Tarrasque is an unstoppable force that relies on its massive size, incredible durability, and overwhelming physical power to destroy everything in its path. It regenerates from almost any wound, making it nearly impossible to kill through conventional means. Its reflective carapace deflects magical attacks back at spellcasters, while its multiple attacks can devastate entire armies in moments.

In combat, the Tarrasque simply charges forward and destroys everything it encounters, using its frightful presence to scatter opposition while its legendary actions allow it to maintain constant pressure. It swallows smaller creatures whole while using its tail and claws to sweep away larger groups. The creature's tactics are simple but devastatingly effective: advance and destroy.

Encounter Ideas

1. The Awakening Ancient magical experiments or cosmic events have begun to stir the sleeping Tarrasque, causing minor earthquakes and strange omens. The party must find a way to either prevent its awakening or prepare the world for its emergence.

2. The Hunting Party The Tarrasque has awakened and begun its rampage across the continent. The party joins an international coalition of heroes attempting to find a way to stop or at least redirect the creature's path of destruction.

3. The Prophecy Ancient prophecies suggest that the Tarrasque's next awakening will coincide with other apocalyptic events, potentially ending the world unless heroes can prevent the convergence. The party must interpret cryptic warnings while preparing for multiple calamities.

4. The Taming Desperate circumstances lead to attempts to control or redirect the Tarrasque's destructive power against an even greater threat. The party becomes involved in this dangerous plan that could save or doom civilization.

Environmental Effects

  • Seismic Activity: The creature's movement causes earthquakes and ground tremors that can be felt for hundreds of miles
  • Ecological Devastation: The Tarrasque's presence destroys ecosystems, leaving barren wastelands in its wake
  • Magical Disruption: The creature's antimagic properties create dead zones where spells fail and magical items become inert
  • Mass Exodus: The mere rumor of the Tarrasque's presence causes mass evacuations and societal collapse

Treasure

  • Tarrasque Hide (50000+ gp): Nearly indestructible scales that can be crafted into legendary armor
  • Regenerative Essence (25000+ gp): Crystallized regeneration capability that can restore life to the dead
  • Antimagic Crystals (10000+ gp): Formations that project antimagic fields and reflect magical energy
  • Primordial Bones (varies): Skeletal remains with properties useful for crafting artifacts and weapons
  • Destruction Residue (varies): Magical substances created by the creature's apocalyptic powers

Plot Hooks

1. The False Tarrasque Reports of the Tarrasque's awakening prove to be elaborate deceptions designed to distract from other threats or manipulate political situations. The party must uncover the truth while dealing with the panic caused by false reports.

2. The Tarrasque Cult A secret organization works to awaken the Tarrasque, believing that its destruction will create a better world from the ashes. The party must infiltrate and stop this cult while preventing their apocalyptic plans.

3. The Last Gambit With the world facing an even greater threat, heroes contemplate awakening the Tarrasque as a weapon of last resort. The party must decide whether such desperate measures are justified and help implement or prevent this world-changing decision.

4. The Tarrasque's Purpose Investigation into ancient lore reveals that the Tarrasque serves a specific cosmic purpose beyond simple destruction. The party must understand this purpose while deciding whether to aid or oppose the creature's natural function.