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  1. - Top - End - #1
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    Jormengand's Avatar

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    Oct 2012
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    Default The Tarrasque: Remastered

    So, the tarrasque is kinda awful in 5e. It was in 3.5 too, in fairness. But, the following version of the Tarrasque should be a little scarier, and a bit closer to the actual myth of the Tarasque:

    Tarasque
    "There was that time upon the river of Rhone, in a certain wood between Arles and Avignon, a great dragon, half beast and half fish, greater than an ox, longer than an horse, having teeth sharp as a sword, and horned on either side, head like a lion, tail like a serpent, and defended him with two wings on either side, and could not be beaten with cast of stones ne with other armour, and was as strong as twelve lions or bears; which dragon lay hiding and lurking in the river, and perished them that passed by and drowned ships. He came thither by sea from Galicia, and was engendered of Leviathan, which is a serpent of the water and is much wood, and of a beast called Bonacho, that is engendered in Galicia. And when he is pursued he casts out of his belly behind, his ordure, the space of an acre of land on them that follow him, and it is bright as glass, and what it toucheth it burneth as fire."
    Gargantuan dragon, unaligned

    Armour Class: 25 (Natural Armour)
    Hit Points: 1,080 (48d20+576)
    Speed: 40 ft (fly 60, swim 60)
    Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2)
    Damage Immunities: Fire, Poison; Bludgeoning, Slashing and Piercing from nonmagical attacks
    Damage Resistances: Bludgeoning, Slashing and Piercing
    Condition immunities: charmed, frightened, paralyzed, petrified, poisoned
    Senses: Blindsight 120 ft.
    Passive Perception: 12
    Languages:
    Challenge: 30 (155,000 XP)

    Legendary Resistance (3/day): If the tarasque fails a saving throw, it can choose to succeed instead.

    Magic resistance: The tarasque has advantage on saving throws against spells and other magical effects.

    Reflective Carapace: Any time the tarasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarasque, turning the caster into the target.

    Siege monster: The tarasque deals double damage to objects and structures

    Regeneration: The tarasque regains 55 hit points at the start of each of its turns.

    Elite Creature Any attack or ability which would do more than 270 points of damage to the tarasque does 270.

    Further, by paying 108 hit points, the tarasque can negate the effect of any one spell or attack. However, this never reduces the hit points the tarasque loses, so an attack that would deal 110 points of damage and stun the tarasque deals 2 and does not stun it if it pays 108 hit points. An attack that would deal 50 points of damage deals 0 if the tarasque pays 108 hit points.

    Actions

    Multiattack: The tarasque can use its frightful presence. It then makes nine attacks: one with its bite, six with its claws, one with its horns, and one with its stinger.

    Bite: Melee weapon attack: +26 to hit, reach 10 ft., one target. Hit: 43 (4d12 + 17) piercing damage. If the target is a creature, it is grappled (escape DC 27). Until this grapple ends, the target is restrained, and the tarasque can’t bite another target.

    Claw: Melee weapon attack: +26 to hit, reach 15 ft., one target. Hit: 35 (4d8 + 17) slashing damage.

    Horns: Melee weapon attack: +26 to hit, reach 10 ft., one target. Hit: 39 (4d10 + 17) piercing damage.

    Stinger: Melee weapon attack: +26 to hit, reach 20 ft., one target. Hit: 29 (4d6 + 17) piercing damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw if struck or be reduced instantly to 0 hit points.

    Frightful Presence: Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 19 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 tarasque 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 tarasque’s Frightful Presence for the next 24 hours.

    Fury of the Tarasque (Recharge 5-6): The tarasque can use its terrifying presence. It then makes nine attacks: one with its rending bite, six with its annihilating claws, one with its mighty gore and one with its deadly stinger.

    Rending Bite: Melee weapon attack: +26 to hit, reach 10 ft., one target. Hit: 56 (6d12 + 17) true damage. If the target is a creature, it is grappled (escape DC 27). Until this grapple ends, the target is restrained, and the tarasque can’t bite another target. True damage cannot be prevented, mitigated or resisted by any means.

    Annihilating Claw: Melee weapon attack: +26 to hit, reach 15 ft., one target. Hit: 44 (6d8 + 17) true damage. True damage cannot be prevented, mitigated or resisted by any means.

    Mighty Gore: Melee weapon attack: +26 to hit, reach 10 ft., one target. Hit: 50 (6d10 + 17) true damage. True damage cannot be prevented, mitigated or resisted by any means.

    Deadly Stinger: Melee weapon attack: +26 to hit, reach 20 ft., one target. Hit: 36 (6d6 + 17) true damage. True damage cannot be prevented, mitigated or resisted by any means. If the target is a creature, it must succeed on a DC 27 Constitution saving throw if struck or die.

    Terrifying Presence: Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become turned for 1 minute (A turned creature must spend its turns trying to move as far away from the tarasque as it can, and it can't willingly move to a space within 30 feet of the tarasque. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action). A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarasque is within line of sight, ending the effect on itself on a success.

    Swallow: The tarasque 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 tarasque, and it takes 56 (16d6) acid damage at the start of each of the tarasque’s turns. If the tarasque takes 60 damage or more on a single turn from a creature inside it, the tarasque 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 tarasque. If the tarasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

    Sinking grasp: The tarasque grabs a ship and pulls it down underwater without recourse or saves. This requires one hand if the ship is large or smaller, two if it is huge, and four if it is gargantuan. The tarasque then makes the rest of its claw attacks (5 for a large ship, 4 for huge, 2 for gargantuan) against anything it is in range to attack.

    Burning dung: Ranged weapon attack: +26 to hit, one target. Hit: 59 (4d20+17) fire damage. Any target struck catches on fire, taking 5 (1d10) fire damage at the start of each of their turns until someone takes an action to put out the flames.

    Bonus Actions

    Hyperspeed (Recharge 6): The tarasque takes an extra turn after this one. It doesn't roll to recharge Hyperspeed on the extra turn.

    Legendary Actions
    The tarasque can take 13 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 tarasque regains spent legendary actions at the start of its turn.

    Attack: The tarasque makes an attack with its claw.
    Move: The tarrasque moves up to half its speed.
    Wing Attack (Costs 2 Actions): The tarasque beats its wings. Each creature within 15 feet of the tarasque must succeed on a DC 27 Dexterity saving throw or take 24 (2d6 + 17) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
    Deadly Strike (Costs 2 Actions): The tarasque makes one bite attack, or one stinger attack, or uses its Swallow.
    True Pain (Costs 3 Actions): The tarasque makes one rending bite attack, or one deadly stinger attack, or one burning dung attack.
    Shipwrecker (Costs 4 Actions): The tarasque uses its sinking grasp.
    Vengeance (Costs 5 Actions): The tarasque makes an attack with its claw. If the attack hits, it deals extra damage equal to half the damage it took on the prior turn.

  2. - Top - End - #2
    Dwarf in the Playground
     
    DruidGuy

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    Jul 2018
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    IRL
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    Default Re: The Tarrasque: Remastered

    13 legendary actions? Intense.

    I don't care what Saint Martha said, I'd try to kill this thing if I had a chance. Definitely more like what I think of when I think of the Tarrasque.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Composer99's Avatar

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    Sep 2013

    Default Re: The Tarrasque: Remastered

    Wow.

    Two things spring to mind:
    (1) What is the range of the burning dung attack?
    (2) The elite monster trait seems a bit too fiddly. Maybe instead of negating attacks in the manner it does now, the Tarrasque can just pay hit points to remove conditions? Also, I wonder if this feature should perhaps be one of its legendary actions?
    ~ Composer99

    D&D 5e Homebrew:
    Character Options: Fighter Remix, Paladin Oaths, Ranger Remix, Sorcerer Remix
    Playing the Game: Using Ability Score Variants
    New Subsystems: Combat Manoeuvre System
    Monsters: Yogg-Saron

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