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JNAProductions
2023-07-18, 09:57 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)
10 (+0)
30 (+10)
3 (-4)
10 (0)
10 (0)


Saving Throws Intelligence +5, Wisdom +9, Charisma +9
Skills Perception +9, Athletics +19
Damage Immunities Fire, Poison, non-magical Bludgeoning, Piercing, and Slashing damage
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion
Senses Blindsight 120, Darkvision 300', Passive Perception 19
Languages Grr. Rawr.
Challenge Damn High!
Legendary Resistance (3/Day)
If the Tarrasque fails a save, they may choose to succeed instead.

Magic Resistance
The Tarrasque has advantage on saves against spells and magical effects.

Siege Monster Supreme
Any hit the Tarrasque scores against an object or structure is automatically a critical hit (including attacks that cannot normally crit). The damage is maximized then doubled. (So, an attack for 4d8+10 damage would deal 8d8+10 damage for the crit, maximize it to 74, and then double it to 148.)

Titan Of Destruction
The Tarrasque's melee attacks bypass resistance, and deal half damage to normally immune foes. Furthermore, objects struck by a melee attack that do not have HP (such as a Wall Of Force) must succeed on a DC 27 Constitution save (using their caster's score if appropriate, otherwise automatically failing) or be destroyed.

Terrifyingly Good Jumper
The Tarrasuqe may jump as far as its move allows, including directly vertical. They are also immune to fall damage.

Real Big
Creatures that are Huge or smaller can move freely underneath the Tarrasque unless they are prone, and likewise the Tarrasque can freely move over them without being slowed.

Damage Threshold 10
If the Tarrasque takes less than 10 points of damage from an attack, it is entirely ignored.

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 theTtarrasque, turning the caster into the target.

Regeneration
The Tarrasque regains 5 HP at the start of their turn, provided they have at least 1 HP.

Cornered Fury (1/Rest)
When the Tarrasque is reduced to 0 HP, instead of making death saves or being slain, it instead regains 100 HP, and gains access to their Mythic actions.

Actions
Multiattack
The Tarrasque makes five melee attacks, one with their bite for a basic attack or swallow, one with their horns, one with their tail, and two with their claws. They may replace a single bite or any two other melee attacks with a ranged attack. They may also use Frightful Presence at any point during a turn they use this action.

Bite Melee Weapon Attack
+19 to-hit, reach 10', one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, they are grappled automatically, restrained while grappled, and the Tarrasque cannot bite another target until the creature escapes the grapple or is swallowed.

Swallow
The Tarrasque makes one bite Attack against a Huge or smaller creature it is grappling with their mouth. 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 creatures inside it, they 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.

Claw (Focus) Melee Weapon Attack
+19 to-hit, reach 20', one target. Hit: 28 (4d8+10) piercing damage, and the Tarrasque may attempt to grapple the target if they are a creature of Huge size or smaller. While grappled in this way, the target is also restrained.

Claw (Smash) Melee Weapon Attack
The Tarrasque selects a point within 20' of themself. All creatures and objects within 5' of that point (excluding the Tarrasque themself, if in range) must make a DC 27 Dexterity save, suffering 19 (2d8+10) bludgeoning damage on a failed save.

Claw (Sweep) Melee Weapon Attack
The Tarrasque sweeps their claw in a 20' cone. All creatures and objects within the area must make a DC 27 Dexterity save, suffering 19 (2d8+10) slashing damage on a failed save.

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

Tail Melee Weapon Attack
The Tarrasque sweeps a 20' radius semicircle around themself. All creatures and objects in the area must succeed on a DC 27 Dexterity saving throw, suffering 21 (3d6+10) bludgeoning damage on a failed save. A creature that takes damage must also make a DC 18 Strength saving throw, or be knocked prone.

Rock Throw (Cluster) Ranged Weapon Attack
Range 300'/1200'. All creatures and objects within a 10' radius burst must make a DC 18 Dexterity saving throw, suffering 23 (2d12+10) bludgeoning damage on a failed save.

Rock Throw (Focused) Ranged Weapon Attack
+10 to-hit, range 300'/1200'. Hit: 36 (4d12+10) bludgeoning damage, and the target must make a DC 18 Strength saving throw or be knocked prone.

Frightful Presence
Each other creature within 150' of the Tarrasque that can perceive them must make a DC 18 Wisdom save, becoming Frightened on a failure. They may repeat the save at the end of each of their turns, though the save is made with disadvantage if the Tarrasque is still perceivable. Once a save is made, the creature is immune to the Tarrasque's Frightful Presence until they complete a rest.

Bonus Actions
Crush Melee Weapon Attack
The Tarrasque falls prone, forcing all creatures and objects underneath them to make a DC 27 Dexterity saving throw. The save is made with disadvantage if the target is more than 5' from the edge of the Tarrasque. On a failure, they suffer 78 (12d12) bludgeoning damage, or half on a passed save.

Primordial Strength (Mythic)
The Tarrasque spends a hit die, regaining 1d20+10 HP.

Legendary Actions
The Tarrasque can take three 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 their turn.

Attack. The Tarrasque makes a claw, tail, or ranged attack.
Move. The Tarrasque moves up to their speed.
Chomp (Costs 2 Actions). The Tarrasque uses bite or swallow.
Primordial Strength (Mythic). The Tarrasque uses Primordial Strength.

Lair Actions
The Tarrasque's lair is wherever they are. On initiative count 20 (losing ties) the Tarrasque can take a lair action to cause one of the following effects to occur. They cannot choose the same effect two turns in a row.

-The ground splits and cracks, causing all terrain within 120' of the Tarrasque to become difficult terrain for anything Huge or smaller. This persists even when another lair action is chosen.
-Winds whip in a fury, forcing all creatures within 120' of the Tarrasque, except for itself, to make a DC 18 Strength save or become knocked prone. Flying creatures have disadvantage on this save.
-(Mythic) Primordial essences flow into the Tarrasque's body, granting them +2 to all saves, AC, attack rolls, and damage rolls until the next initiative count 20.

Based off this old boy (https://forums.giantitp.com/showthread.php?542991-Big-T-Revised). Changed up, mostly by removing the Regional Effects, as they don't feel super fitting.
Added a touch of Mythic-though notably, they're primarily DEFENSIVE boosts. Faster healing, and +2 to saves and AC are the big ones. The idea is that, if you drop them to 0, you've won, and they're gonna run, burrowing deep underground to stay safe. Actually slaying the Tarrasque is hard to do-they can be regenerating up to 4d20+45 HP a turn, which might not be too hard to burst down, but you already had to chew through 676 to get to this point.

Minor things are more quality of life than huge boosts.
Regen 5: Stops you from plinking away with cantrips or what-have-you. You have to FOCUS them to death! Not plink and run!
Damage Threshold 10: Similar deal. For a 20th level PC? Not a big deal. If you try to bumrush Big T with mooks, though, they'll find themselves basically useless.

Beni-Kujaku
2023-07-20, 07:39 AM
The challenge rating seems on point.

Yakk
2023-07-20, 04:08 PM
Siege Monster Supreme

* Why? The existing Siege Monster is more fluff than anything. Adding more mechanics for something that is already fluff seems pointless.

Damage Threshold 10

* I"m guessing to deal with "army of archers"?

Reflective Carapace

* Seems designed to deal with "army of wand of magic missile".

Regeneration

* 5 HP is a bit small; it is 1% of the Tarrasques HP. Tracking this is a waste of time.

Make it bigger if you are going to bother with it.

Cornered Fury:

100 HP vs 676 is too small.

Actions

I'd simplify. I'd move your Tail and Horns to legendary actions.

"The tarrasque makes 1 Bite attack and 2 Claw attacks".

Bite: ...

Swallow: If the Tarrasque Bites a creature they are already holding in thier mouth, ...

Claw: Choose one:

Snatch
Smash
Sweep

Then have a ranged Bite option and a ranged Claw option swap. Like, a Roar for Bite and a Shockwave for Claw.

I'd nix Bonus Actions. If anything, I'd make it a swap for Bite or Claw.

...

Legendary Actions:

I'd move more of the power budget here. Because having scary things happen 4 times per round is more fun than having it happen 1 time per round.

Before or after any LA, the Tarrasque can move its speed. This prevents wasting LA on mobility, and gives the Tarrasque great mobility.

The creature who went before the LA has disadvantage on any save and the tarrasque has advantage on attacks against it. (This is a fun trick to encourage the DM, you, to respond to PCs with LA, which makes the fight more fun.)

The Tarrasque can use each LA once.

* Impale: Horn attack, creature hit is grappled and incapacitated (Con save to each round to escape).
* Tail Sweep: as attack, but here instead.
* Shockwave (the ranged claw option above).
* Bite (but not swallow) (this is to raise the stakes - being bitten, then swallowed next turn, isn't high stakes - being bitten and ABOUT to be swallowed is high stakes)

(Having a Bite happen off-turn, followed by a Swallow on-turn is more fun than every on-turn Bite to be followed by a predictable off-turn Swallow.)

...

Mythic Actions: Regaining 30 HP isn't really fun. It is either trivial, or extends the fight in boring ways.

If you want the Tarrasque to have more HP, give it more HP.

...

I'd add a lot more Str saves. Every time the Tarrasque damages you, you should be making a Str save or be knocked prone/knocked flying/etc.

...

Your grapples should have escape DCs. Just to make running the monster faster.