Free interactive D&D 5e SRD stat block

Tarrasque

Gargantuan Monstrosity, CR 30, AC 25, 697 HP. Unaligned.

Gargantuan Monstrosity (Titan), Unaligned

AC
25
Initiative
+18 (28)
HP
697 (34d20+340)
Speed
60 ft., Burrow 40 ft., Climb 60 ft.
ScoreModSave
STR 30 +10 +10
DEX 11 +0 +9
CON 30 +10 +10
INT 3 -4 +5
WIS 11 +0 +9
CHA 11 +0 +9
Skills
Perception +9
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Fire, Poison, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses
Blindsight 120 ft.; Passive Perception 19
Languages
None
CR
30 (XP 155,000; PB +9)

Traits

Legendary Resistance. 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. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1-5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.

Siege Monster. The tarrasque deals double damage to objects and structures.

Actions

Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.

Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12+10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport.

Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8+10) Slashing damage.

Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8+10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

Thunderous Bellow (Recharge 5-6). Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.

Bonus Actions

Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can't teleport, 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, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.

Legendary Actions

Tarrasque can take 3 Legendary Actions per round, regaining all uses at the start of its turn.

Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.

World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until the start of its next turn.

How to run Tarrasque

The tarrasque is a campaign event, not an encounter. Run it that way. By the time the party can survive a hit from the thing, they should already know its name, have seen the path of its last waking, and have spent at least one session arranging the means to fight it. CR 30, 697 HP, AC 25, immunity to Charmed and Frightened, Magic Resistance, six Legendary Resistances per day, and Reflective Carapace that bounces ranged spells back on a 6. There is no clever trick. The party kills it with attrition and prep, or it kills them.

Open with Thunderous Bellow if it's available. DC 27 Con save in a 150-foot cone, 12d12 thunder on failure, average 78, plus Deafened and Frightened. Most parties lose a member outright on a failed save. After it's spent, the tarrasque uses Multiattack: one Bite at +19 for 4d12+10 piercing plus Grappled (escape DC 20) and Restrained, then three Claw or Tail attacks in any combination. Bite is the priority; once a target is grappled, Swallow as a bonus action sends them inside on a failed DC 27 Strength save for 16d6 acid per turn.

Legendary actions are the rhythm. Onslaught at the end of a damage-dealer's turn lets you pile a Claw or Tail on top of regular round economy. World-Shaking Movement breaks Concentration in a 60-foot emanation and knocks Medium-or-smaller creatures Prone. Use it once per round whenever a wizard is concentrating on something the party needs. The combo of Concentration loss plus Bite plus Swallow is the kill loop, and anyone who falls Prone next to a tarrasque with reach 30 ft. will not get up cleanly.

Reflective Carapace shapes the magic plan. Magic Missile and Disintegrate both bounce on a 6, which means the wizard's Disintegrate is a coin flip on whether it kills the wizard. Tell the party this exists before they cast. The party should learn to land melee, save spell slots for area buffs, and keep a healer in range of the front line who is being chewed.

The tarrasque does not flee; it eats until it sleeps. Have it bellow once over a city skyline three sessions before the fight. The shape on the horizon should be a known thing.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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