Tarrasque

Gargantuan monstrosity (titan), unaligned

Armor Class

25 (natural armour)

Hit Points

676 (33d20 + 330)

Speed

40 ft.

Saving Throws

Int +5, Wis +9, Cha +9

Damage Immunities

fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Frightened, Paralyzed, Poisoned

Senses

blindsight 120 ft., passive Perception 10

Languages

Challenge

30 (155,000 XP)

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 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 the tarrasque, turning the caster into the target.

Siege Monster:

The tarrasque deals double damage to objects and structures.

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.

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.

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. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque 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.

Legendary Actions

The 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.

Move:

The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions):

The tarrasque makes one bite attack or uses its Swallow.

Tiger

Large beast, unaligned

Armor Class

12

Hit Points

37 (5d10 + 10)

Speed

40 ft.

Skills

Perception +3, Stealth +6

Senses

darkvision 60 ft., passive Perception 13

Languages

Challenge

1 (200 XP)

Keen Smell:

The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce:

If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Toad, Giant

Large beast, unaligned

Armor Class

11

Hit Points

39 (6d10 + 6)

Speed

20 ft., swim 40 ft.

Senses

darkvision 30 ft., passive Perception 10

Languages

Challenge

1 (200 XP)

Amphibious:

The toad can breathe air and water.

Standing Leap:

The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target.

Swallow:

The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of movement, exiting Prone.

Treant

Huge plant, chaotic good

Armor Class

16 (natural armour)

Hit Points

138 (12d12 + 60)

Speed

30 ft.

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire

Senses

passive Perception 13

Languages

Common, Druidic, Elvish, Sylvan

Challenge

9 (5,000 XP)

False Appearance:

While the treant remains motionless, it is indistinguishable from a normal tree.

Seige Monster:

The treant deals double damage to objects and structures.

Actions

Multiattack:

The treant makes two slam attacks.

Slam:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock:

Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day):

The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Tree, Awakened

Huge plant, unaligned

Armor Class

13 (natural armour)

Hit Points

59 (7d12 + 14)

Speed

20 ft.

Damage Vulnerabilities

fire

Damage Resistances

bludgeoning, piercing

Senses

passive Perception 10

Languages

one language known by its creator

Challenge

2 (450 XP)

False Appearance:

While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam:

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

An awakened tree is an ordinary tree given sentience and mobility by the Awaken spell or similar magic.

Triceratops

Huge beast, unaligned

Armor Class

13 (natural armour)

Hit Points

95 (10d12 + 30)

Speed

50 ft.

Senses

passive Perception 10

Languages

Challenge

5 (1,800 XP)

Trampling Charge:

If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Stomp:

Melee Weapon Attack: +9 to hit, reach 5 ft., one Prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Troll

Large giant, chaotic evil

Armor Class

15 (natural armour)

Hit Points

84 (8d10 + 40)

Speed

30 ft.

Skills

Perception +2

Senses

darkvision 60 ft., passive Perception 12

Languages

Giant

Challenge

5 (1,800 XP)

Keen Smell:

The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration:

The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack:

The troll makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tyrannosaurus Rex

Huge beast, unaligned

Armor Class

13 (natural armour)

Hit Points

136 (13d12 + 52)

Speed

50 ft.

Skills

Perception +4

Senses

passive Perception 14

Languages

Challenge

8 (3,900 XP)

Actions

Multiattack:

The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.

Bite:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 17). Until this grapple ends, the target is Restrained, and the tyrannosaurus can’t bite another target.

Tail:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.