Daisy, Skilled Tarrasque

From D&D Wiki
Jump to navigation Jump to search

Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Daisy, Skilled Tarrasque[edit]

Medium monstrosity (titan), chaotic neutral


Armor Class 30 (natural armor)
Hit Points 1200 (34d100+340)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 25 (+7) 15 (+2) 13 (+1)

Saving Throws Con +24, Int +21, Wis +16, Cha +15
Skills Arcana +21, Intimidation +15, Perception +30
Damage Immunities acid, fire, poison;
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 40
Languages common
Challenge 50 (1,220,000 XP)


Prescient. The tarrasque gains a bonus of 10 to its initiative.

Bossman. When the tarrasque reaches half its maximum hit points it regains all of its hit points and can attack twice with its bite per multiattack.

Augmented Critical. The tarrasque's attacks score a critical hit on a die roll of 14–20, and on a critical hit it rolls damage dice three times, instead of twice.

Elder of Annihilation. The tarrasque ignores all other creatures' damage resistances and immunities.

Innate Spellcasting. The tarrasque's innate spellcasting ability is Intelligence. It can cast disintegrating smite, counterspell, misty step and dispel magic (targeting only itself) at will.

Legendary Resistance (7/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The tarrasque can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and 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 d12. On a 1 to 9, the tarrasque is unaffected. On an 10 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 50 hit points at the start of its turn if it has at least 1 hit point remaining.

Siege Monster. The tarrasque deals double damage to objects and structures.

Surefooted. The tarrasque has advantage on saving throws made against effects that would knock it prone.

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 makes three rock attacks.

Bite. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 49 (9d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 37 (9d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 43 (9d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +28 to hit, reach 10 ft., one target. Hit: 31 (9d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 32 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +28 to hit, range 360/1440 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.

Frightful Presence. Each creature of the tarrasque's choice within 240 feet of it and aware of it must succeed on a DC 30 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.

Annihilation Breath (Recharge 5-6). The tarrasque exhales pure energy in a 120-foot cone. Each creature in that area must make a DC 36 Constitution saving throw, taking 158 (45d6) 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 or a wish spell. The tarrasque's annihilation breath automatically disintegrates nonmagical objects or creations of magical force.

REACTIONS

Frenzied Attack. When the tarrasque is dealt damage that reduces it to half its hit point maximum or lower, it makes one claw attack against a creature within its reach.

Shield. When the tarrasque is hit by an attack it can see it can use its reaction to cast shield. It can use this bonus 5 times per day.

The tarrasque is a nigh-deific creature, a pure embodiment of apocalyptic destruction. Feared by even the gods, it is said that when the tarrasque rises from its slumber far beneath the earth, destruction of the entire multiverse is sure to follow. Once it razes one plane of existence, it casts plane shift and moves on to the next, until the only thing remaining in all of existence is ash.

The Tarrasque's Lair

The tarrasque is inextricably tied to the earth. As such, the entire earth is its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the tarrasque takes a lair action to cause one of the following effects; the tarrasque can't use the same effect two rounds in a row:

  • The tarrasque rolls a d6. On a 6, it regains one use of its Legendary Resistance trait.
  • The tarrasque stomps the ground, creating a tremor. This functions as an earthquake spell centered on the tarrasque (save DC 32), but affecting a 300-foot radius instead of a 100-foot radius. The effect lasts only until initiative count 20 of the next round (losing initiative ties), and the tarrasque automatically succeeds on all saving throws against its own earthquake.
  • The tarrasque chooses an unoccupied space it can see. A Colossal hand made from compacted soil rises there and reaches for one creature within 15 feet of it. The target must succeed on a DC 32 Strength saving throw or take 63 (12d8) bludgeoning damage and be grappled by the hand. While grappled in this manner, a creature is also restrained. On initiative count 20 of the next round (losing initiative ties), the hand collapses into the ground, releasing any creatures it is grappling.

Regional Effects

The tarrasque's presence causes all creatures on the same plane of existence as the tarrasque to feel an oppressive sense of dread, knowing that something horrible is coming, but not knowing what.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures