The Tarrasque, Cataclysm Made Flesh
“Awaken this slumbering titan and watch cities fall—meet the Tarrasque, the unkillable nightmare that even the gods fear!”

A mountain of flesh and armored bone, the Tarrasque stands over 50 feet tall with a hunched, saurian posture and thick, chitinous plates layered across its back like a walking fortress. Its hide glistens like obsidian in sunlight, etched with ancient scars and runes from battles long forgotten. Four trunk-like limbs end in talons that can shred stone, and its elongated head bears a gaping maw lined with teeth the size of siege pikes. A pair of small, burning eyes glint with feral malice beneath a ridge of bone. Its massive tail can level towers with a single sweep.
Behaviour
The Tarrasque is not mindless, but it is singular in purpose: destruction. It does not hunt for food, nor does it kill for territory. It destroys because it exists to destroy. It sleeps for centuries in near-death torpor beneath the earth, only to awaken in periods of cataclysmic wrath. While awake, it exhibits an animalistic cunning—targeting fortifications, reacting instinctively to threats, and focusing on the most immediate sources of harm. It never speaks, never retreats, and never negotiates.
Habitat
Dormant Tarrasques are entombed deep within the crust of the world, often beneath ancient mountain ranges, desolate plains, or tectonically unstable zones. Their presence warps the land subtly over time: flora withers, tremors become common, and animals flee for miles. Legends say some slumber beneath cities unaware of the doom that lies beneath their foundations. When it awakens, its habitat becomes irrelevant—the Tarrasque brings its own apocalypse wherever it goes.
Modus Operandi
Upon awakening, the Tarrasque emerges in a frenzy, annihilating everything in its path. It crushes walls underfoot, devours entire battalions of soldiers, and uproots castles as if swatting flies. It instinctively destroys sources of light, sound, and movement—especially those that attack it. Magic that affects most other creatures fizzles harmlessly against its enchanted carapace. The beast never uses tactics in a conventional sense, but its sheer strength and unrelenting advance serve as an overwhelming force of nature.
Motivation
The Tarrasque knows no loyalty, fear, or desire beyond ruination. Scholars theorize it is a remnant of a forgotten age—perhaps a failsafe left by the gods, or a punishment from the Primordials. Some esoteric texts claim it is drawn to imbalance: great concentrations of magic, civilization, or divine power. Whatever its origin, its motivation is simple and cosmic—to return the world to silence and ash.
Tarrasque 5e
Tarrasque, Pathfinder
Tarrasque 3.5
Tarrasque

Gargantuan monstrosity (titan), unaligned
Armor Class 27 (natural armor)
Hit Points 1,120 (80d20 + 400)
Speed 60 ft., burrow 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
35 (+12) | 11 (+0) | 40 (+15) | 5 (−3) | 14 (+2) | 10 (+0) |
Saving Throws Str +19, Con +22, Wis +9
Skills Perception +16
Damage Resistances cold, lightning, necrotic, radiant, thunder
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 26
Languages —
Challenge 35 (325,000 XP)
Proficiency Bonus +9
Traits
Legendary Colossus.
The Tarrasque is immune to any magical effect that would alter its form or teleport it. It cannot be banished, polymorphed, or forcefully moved by effects from creatures of CR 30 or lower.
Magic Resistance.
The Tarrasque has advantage on saving throws against spells and other magical effects.
Magic Reflection.
When the Tarrasque succeeds on a saving throw against a spell, the caster must succeed on a DC 25 Constitution saving throw or suffer the same effect (if applicable) as though they had been the original target.
Siege Monster.
The Tarrasque deals double damage to objects and structures.
Immutable Hunger.
The Tarrasque automatically senses the location of all creatures and structures within 1 mile. It cannot be surprised, and its speed cannot be reduced.
Planet-Crushing Might.
The Tarrasque’s melee weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage and treat immunity as resistance.
Actions
Multiattack.
The Tarrasque makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can replace one of these attacks with Devour if available.
Bite.
Melee Weapon Attack: +21 to hit, reach 15 ft., one target.
Hit: 88 (12d12 + 12) piercing damage. If the target is Large or smaller, it must succeed on a DC 25 Dexterity saving throw or be grappled (escape DC 25). While grappled, the target is restrained, and the Tarrasque cannot bite another target.
Claw.
Melee Weapon Attack: +21 to hit, reach 10 ft., one target.
Hit: 52 (8d10 + 12) slashing damage.
Horns.
Melee Weapon Attack: +21 to hit, reach 10 ft., one target.
Hit: 60 (10d10 + 10) piercing damage. The target must succeed on a DC 25 Strength saving throw or be pushed 30 feet and knocked prone.
Tail.
Melee Weapon Attack: +21 to hit, reach 25 ft., one target.
Hit: 72 (12d10 + 12) bludgeoning damage. The target must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn.
Devour.
The Tarrasque swallows one Medium or smaller creature it has grappled. The target must make a DC 25 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, has total cover against effects outside the Tarrasque, and takes 72 (16d8) 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, it must succeed on a DC 25 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.
Cataclysmic Stomp (Recharge 5–6).
The Tarrasque slams the ground with overwhelming force. Each creature within 60 feet must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 100 (20d10) bludgeoning damage, is knocked prone, and is buried under rubble (restrained, escape DC 25). Structures in the area take triple damage and collapse unless magically reinforced.
Legendary Actions
The Tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action may 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.
- Move. The Tarrasque moves up to its speed without provoking opportunity attacks.
- Tail Slam. The Tarrasque makes a tail attack.
- Roar of Annihilation (Costs 3 Actions). The Tarrasque unleashes a thunderous roar. Each creature within 300 feet that can hear it must make a DC 25 Wisdom saving throw or become frightened for 1 minute. A frightened creature drops concentration and cannot willingly move closer to the Tarrasque. A frightened creature can repeat the saving throw at the end of each of its turns.
Mythic Trait – Unstoppable Cataclysm (1/Day)
When the Tarrasque is reduced to 0 hit points for the first time, it doesn’t die. Instead, it releases a pulse of primordial fury, regaining 500 hit points and shedding all conditions and effects. Until the end of its next turn, the Tarrasque has advantage on all attack rolls, saving throws, and ability checks, and its melee attacks deal maximum damage.
Lair Actions
If the Tarrasque slumbers beneath an ancient region, it may create a lair that grants it the following effects on initiative count 20 (losing initiative ties):
- Volcanic Awakening. Lava fissures erupt within a 3-mile radius. The ground becomes difficult terrain, and each creature that starts its turn on the ground must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) fire damage.
- Crushing Gravity. Gravity intensifies. All flying creatures within 100 feet must make a DC 20 Strength saving throw or crash to the ground, taking 3d10 bludgeoning damage and falling prone.
- Primordial Pulse. Ambient magical effects are nullified until initiative count 20 of the next round, as if affected by antimagic field.
Regional Effects
The land within 6 miles of the Tarrasque becomes twisted by its presence:
- All spells of 6th level or lower automatically fail unless the caster succeeds on a DC 20 spellcasting ability check.
- Frequent earthquakes destabilize structures and open fissures.
- Wildlife flees or becomes violently corrupted.
- Local dreams and omens are plagued by tremors, shadow, and silence.
These effects fade 1d10 days after the Tarrasque is slain or leaves the area.
Tarrasque

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
This legendary creature is among the world’s most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.
Although far from intelligent, it is smart enough to understand a few words (though it cannot speak). Likewise, it isn’t mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.
Tarasque | |
Colossal magical beast | |
Hit Dice | 48d10+594 (858 hp) |
Initiative | +7 |
Speed | 20 ft. (4 squares) |
Armor Class | 35 (-8 size, +3 Dexterity, +30 natural), touch 5, flat-footed 32 |
Base Attack/Grapple | +48/+81 |
Attack | Bite +57 melee (4d8+17/18-20/x3) |
Full Attack | Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8) |
Space/Reach | 30 ft./20 ft. |
Special Attacks | Augmented critical, frightful presence, improved grab, rush, swallow whole |
Special Qualities | Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, Scent, Spell Resistance 32 |
Saves | Fort +38, Ref +29, Will +20 |
Abilities | Strength 45, Dexterity 16, Constitution 35, Intelligence 3, Wisdom 14, Charisma 14 |
Skills | Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks) |
Feats | Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6) |
Environment | Any |
Organization | Solitary |
Challenge Rating | 20 |
Treasure | None |
Alignment | Always neutral |
Advancement | 49+ HD (Colossal) |
Level Adjustment | – |
Combat

The tarrasque attacks with its claws, teeth, horns, and tail.
The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex): It can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s Spell Resistance.
Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.
Tarrasque

CR 30/MR 10
XP 9,830,400
CE Gargantuan magical beast (mythic, kaiju, titan)
Init +13; Senses darkvision 240 ft., low-light vision, tremorsense 120 ft., blindsense 60 ft., scent; Perception +48
Aura
Terrifying Presence (300 ft., DC 39)
Creatures within 300 feet that can see or hear the Tarrasque must succeed at a DC 39 Will save or be shaken for 1d6 rounds. Creatures with 10 HD or fewer are frightened instead. This is a mind-affecting fear effect.
DEFENSE
AC 59, touch 7, flat-footed 59 (–1 Dex, +52 natural, –4 size)
hp 1,152 (64d10+768); fast healing 40; regeneration 20 (epic and mythic only)
Fort +44, Ref +35, Will +29
Defensive Abilities mythic; DR 20/epic and adamantine; Immune ability damage, ability drain, acid, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, poison, stunning
Resist cold 30, electricity 30, sonic 30
SR 48
OFFENSE
Speed 60 ft., burrow 30 ft., climb 30 ft.
Melee bite +55 (6d8+24/19–20 plus grab), 2 claws +54 (4d8+24), gore +54 (5d8+24), tail slap +52 (6d6+12 plus trip), 2 trampling footfalls +54 (4d8+24)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks breath weapon, cataclysm stomp, consume, mythic power (10/day, surge +1d12), powerful charge, trample (8d8+24, DC 55), swallow whole (see below)
Breath Weapon (Su)
Once every 1d4 rounds, the Tarrasque exhales a cone of annihilation in a 120-foot cone.
- Damage: 30d10 untyped (ignores energy resistance and immunity)
- Save: Reflex DC 52 half; creatures reduced to 0 hp are disintegrated (Fortitude DC 52 negates disintegration)
- The save DC is Constitution-based.
Consume (Ex)
When the Tarrasque swallows a creature, it may expend 1 use of mythic power to gain fast healing 40 for 1 minute per HD of the creature. If the creature is mythic, this increases to regeneration 40 for the same duration.
Swallow Whole (Ex)
A creature swallowed by the Tarrasque takes 20d6 bludgeoning and 20d6 acid damage per round.
- Interior AC 25; 100 hp per swallowed creature
- Escape with DC 55 Strength check or magical teleportation
- The Tarrasque can swallow creatures up to Huge size, and can contain multiple creatures simultaneously
Cataclysm Stomp (Su) — Mythic, 1/round as a standard action
The Tarrasque slams the ground, causing a localized apocalypse.
- All creatures within 100 feet must make a DC 55 Reflex save or fall prone, take 30d10 bludgeoning damage, and become entangled in shifting rubble (Escape Artist or Strength DC 35 to escape).
- Structures in the area take triple siege damage and collapse unless reinforced magically.
STATISTICS
Str 58, Dex 9, Con 46, Int 3, Wis 22, Cha 14
Base Atk +64; CMB +88 (+92 grapple); CMD 99 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Quicken Breath Weapon (Mythic), Staggering Critical, Toughness, Weapon Focus (bite)
Mythic Feats Mythic Power Attack, Mythic Toughness, Mythic Weapon Focus, Mythic Improved Initiative
Skills Intimidate +30, Perception +48, Survival +33
Languages —
SQ mythic power, unstoppable, unrelenting terror, siege beast
SPECIAL ABILITIES
Unstoppable (Ex)
The Tarrasque is immune to all effects that would move it against its will (such as forcecage, prismatic wall, maze, hold monster, teleport, banishment, etc.). It automatically escapes any form of restraint and cannot be plane shifted, dismissed, or otherwise moved unless by a deity or mythic being of rank 0 or higher.
Siege Beast (Ex)
The Tarrasque deals triple damage to structures and ignores all hardness and DR less than 20.
Unrelenting Terror (Su)
Any creature that fails its save against the Tarrasque’s terrifying presence is also afflicted by a curse (as bestow curse):
- The creature cannot benefit from magical or natural healing,
- Suffers a –4 penalty on all saves against fear,
- Only two consecutive saves against the aura ends the curse.
Legendary Roar (Su) — 3/day
As a free action, the Tarrasque unleashes a roar heard for miles.
- All creatures within 1 mile must succeed at a DC 45 Will save or be affected as if by greater shout and fear simultaneously.
- This stacks with its aura and causes permanent hearing loss (as per deafness) if a creature fails the save by 10 or more.
MYTHIC POWER (Su)
- Mythic Power (10/day, Surge +1d12)
- Surge: May be used to boost attack rolls, skill checks, saving throws, AC, or CMD
- Immortality of Rage (1/day): The first time the Tarrasque is reduced to 0 hp, it automatically revives at the start of its next turn with 300 hp and all conditions removed.
TACTICS
Before Combat:
The Tarrasque cannot be surprised. It actively seeks the largest city or power source and charges in, destroying everything in its path.
During Combat:
Begins with Cataclysm Stomp and Roar, then uses breath weapon and tries to consume any mythic creatures. It expends mythic power to resist dangerous spells and ensure hits against evasive foes. It prioritizes casters, flyers, or those dealing massive damage.
Morale:
The Tarrasque fights until everything is dead. If slain, it resurrects once per day via Immortality of Rage and continues its rampage.
ECOLOGY
Environment any land
Organization unique
Treasure none
Advancement —
REGIONAL EFFECTS (12-mile radius)
- Seismic Chaos: Frequent earthquakes (as earthquake spell, CL 30) rend the land every 1d6 hours
- Dead Magic: Spells of 6th level or lower automatically fail unless the caster succeeds on a DC 30 caster level check
- Twisted Nature: Wildlife flees or mutates. Natural healing ceases to function within 6 miles
These effects persist for 1 month after the Tarrasque’s destruction.