The Tarrasque Experiment

Medium Monstrosity, Neutral Evil

Armor Class 17

17 Hit Points 133(15d8+60)

133(15d8+60) Speed 30ft.

STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 18 (+4) 3 (-3) 10 (+0) 10 (+0)

Resistances Bludgeoning, Piercing, Slashing from non-magical weapons

Bludgeoning, Piercing, Slashing from non-magical weapons Condition Immunities Sleep, Charmed, Frightened, Paralyzed, Poisoned

Sleep, Charmed, Frightened, Paralyzed, Poisoned Damage Immunities Fire, Poison

Fire, Poison Senses Blindsight 60 Ft., Any additional senses the experiment had before such as Darkvision; passive Perception 10

Blindsight 60 Ft., Any additional senses the experiment had before such as Darkvision; passive Perception 10 Languages None

None Challenge 12 (8,400 XP)

Magic Resistance: The experiment has advantage on Saving Throws against Spells and other magical Effects.

Partial Reflective Carapace: When the experiment is targeted by a spell requiring a ranged attack roll, a spell targeting a line, or by magic missile, roll a d8. On a 1 to 4, the experiment is unaffected. On a 5, the experiment is unaffected, and the caster suffers the spell's effects instead of the experiment. On a 6 to 8, the spell takes effect normally.

Regeneration The experiment regains 15 Hit Points at the start of its turn. The Experiment dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. If the experiment takes necrotic damage, it must make a Constitution saving throw or be unable to regenerate on its next turn or use its Legendary Action to regenerate. The DC equals 10 or the damage taken, whichever is higher.

Charge If the experiment moves at least 15 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack The experiment can use its Frightful Presence. It then makes three attacks: one with its bite or horns and two with its claws.

Frightful Presence. Each creature of the experiment's choice within 120 feet of it and aware of it must succeed on a DC 13 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 experiment 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 experiment's Frightful Presence for the next 24 hours.

Claw Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) slashing damage.

Horn Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (2d12 + 6) bludgeoning damage.

Bite Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) piercing damage.

Legendary Actions

The experiment can take 2 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 experiment regains spent legendary actions at the start of their turn.

Move The experiment is able to move up to its walking speed without provoking an attack of opportunity.

Feed (costs 2 actions) The experiment makes a bite attack against a creature. If successful then the creature must succeed a constitution save equal to half the damage done or 10, whichever is greater. On a failed save the creature loses maximum hit points equal to the damage done and the experiment regenerates hit points equal to half the damage done.