Neo Tarrasque (5e Creature)
Neo Tarrasque
Gargantuan monstrosity (titan), unaligned Armor Class 25 (natural armor)
Saving Throws Int +5, Wis +9, Cha +9 Alert. The tarrasque gains a +5 bonus to initiative rolls. It can't be surprised while conscious, and other creatures do not gain advantage on attack rolls against it as a result of being hidden from it. Augmented Critical. The tarrasque's attacks score a critical hit on a die roll of 18–20, and on a critical hit it rolls damage dice three times, instead of twice. Earthbind Aura. Creatures with a fly speed within 1 mile of the tarrasque have their fly speed reduced to 0. If a creature is in midair when it becomes affected by Earthbind Aura, it falls at a rate of 60 feet per round until it reaches the ground. Elder of Annihilation. The tarrasque ignores all other creatures' damage resistances and immunities. 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 d12. On a 1 to 10, the tarrasque is unaffected. On an 11 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 40 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. Trample. When the tarrasque enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Dexterity saving throw or take 24 (4d6+10) bludgeoning damage and be knocked prone. ACTIONSMultiattack. 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: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 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: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Rock. Ranged Weapon Attack: +19 to hit, range 240/960 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. 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 for the next 24 hours. 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. Tail Sweep (Recharge 4). The tarrasque makes one tail attack against all valid targets currently within its reach. It makes one attack roll and one damage roll, and uses the result for each attack. Shockwave (Recharge 5). The tarrasque stomps the ground. All creatures and structures on the ground within 100 feet of the tarrasque (other than itself) are affected as they would be by the earthquake spell (save DC 20). Energy Breath (Recharge 6). The tarrasque exhales pure energy in a 120-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) radiant damage on a failed save, or half as much damage on a successful one. REACTIONSBloodied Chomp. When the tarrasque falls below half its hit point maximum, it makes a bite attack against a target within range or uses its Swallow, automatically scoring a critical hit. Once the tarrasque uses this reaction, it can't use it again until it reaches its hit point maximum. LEGENDARY ACTIONSThe tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. Attack. The tarrasque makes one claw attack or tail attack. |
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