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JNAProductions
2019-09-25, 08:53 PM
Tarrasque


Level
Proficiency Bonus
Features
Adaptations


1st
+2
Tarrasque Traits, Adaptations
2


5th
+3
Siege Monster, Size Increase
3


11th
+4
Improved Armor, Size Increase
4


17th
+6
Reflective Carapace, Size Increase
5



Tarrasque Traits
As a Tarrasque, you have the following traits in addition to those of your normal race.

You have +3 to your Strength and Constitution scores.
You have Darkvision out to 120'.
Your land speed increases by 10'.
You have natural armor, granting you an AC of 18.
You have resistance to Fire and Poison damage.

Adaptations
Also as a Tarrasque, you have a series of adaptations, as befitting your environment and upbringing. Select two at level one, gaining one more at each tier.

Siege Monster
At level five, you gain the Siege Monster trait, dealing double damage to all objects and structures.

Size Increase
At levels five, eleven, and seventeen, you increase by one size category. This grants you increased reach as befitting your new size and +5' to your base land speed.

Improved Armor
At level eleven, your armor grows thicker and harder, granting you an AC of 20.

Reflective Carapace
At level seventeen, you finalize your reflective carapace. Any time you are 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, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.



Adaptations

Fearsome Beast
You become immune to the Frightened condition, and gain proficiency in Intimidation. If you already had proficiency, double your proficiency bonus for Intimidation. If you already double your proficiency bonus on Intimidation checks, gain proficiency in another skill.

Resistant Body
You gain immunity to Fire and Poison damage, and resistance to non-magical bludgeoning, piercing, and slashing damage.

Immune Body
Requires Resistant Body and Level 11+
You gain immunity to non-magical bludgeoning, piercing, and slashing damage.

Blindsight
You gain Blindsight out to 120'.

Cavernous Jaws
You gain a bite attack. A bite attack deals 1d10 points of piercing damage per tier to anyone hit. Your bite is otherwise an ordinary natural weapon. Anyone already grappled by you, two sizes smaller than you, and successfully bitten is swallowed. While swallowed, they are blinded and restrained, and take 3d6 points of acid damage per tier at the start of each of your turns. At the end of each of your turns, you must make a Constitution save equal to half the damage dealt by any creatures swallowed by you since the end of your last turn. On a failure, you regurgitate all swallowed creatures.

Fast
Your base land speed increases by 10'.

Tough
Your HP increases by 2 per level.

Stonking Tough
Your HP increases by a further 2 per level.

Hardy
You gain proficiency in a save you lack proficiency in.

Hardened Shell
Your AC increases by 2 when using your natural armor.

Magic Resistance
Requires Level 5+
You gain advantage on saves against magical effects.

Natural Attacks
You gain a horn, two claws, and a tail attack. The horn deals 1d12 points of piercing damage per tier. The claws are light weapons that deal 1d8 points of slashing damage per tier. The tail deals 1d6 points of bludgeoning damage per tier, and anyone struck must make a DC 8+your proficiency modifier+your Strength modifier Strength save or fall prone.

foobar1969
2019-09-28, 07:55 AM
What is the purpose of this? Are these bonus features added on to PCs? Why?

JNAProductions
2019-09-28, 09:16 AM
What is the purpose of this? Are these bonus features added on to PCs? Why?

In order:

Fun.
Yes.
Fun.

Amechra
2019-09-29, 01:05 AM
You know, now you're going to have to make more of these for other monsters.

Alternatively, a party consisting entirely of tarrasques could be hilarious.