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Tarrasque 5e

Gargantuan Monstrosity, Unaligned

The Tarrasque is a gargantuan monstrosity in D&D 5e with a challenge rating of 30 (155,000 XP). It has 25 AC and 676 hit points. This colossal engine of destruction towers above the landscape like a living mountain of horn, scale, and fang, its massive bulk scarred by countless battles. Six legs pound the earth with seismic for...

Armor Class

25

Hit Points

676

Challenge

30

155,000 XP

This colossal engine of destruction towers above the landscape like a living mountain of horn, scale, and fang, its massive bulk scarred by countless battles. Six legs pound the earth with seismic force while a carapace harder than stone deflects all attacks, and its roar alone can shatter stone and stop hearts.

Speed Walk 40ft

str

30

+10

dex

11

+0

con

30

+10

int

3

-4

wis

11

+0

cha

11

+0

Saving Throws INT +5, WIS +9, CHA +9

Damage Immunities Immune: Fire, Poison, Nonmagical Bludgeoning, Piercing, and Slashing

Condition Immunities Charmed, Frightened, Paralyzed, Poisoned

Senses blindsight 120 ft., passive Perception 10

Languages None

Magic Resistance.

Reflective Carapace.

Siege Monster.

Monstrosity

DM Notes

Encounter Hooks & Tactics

  • A kingdom's last line of defense has fallen. The Tarrasque awakened three days ago and has already leveled two cities. The party isn't being asked to fight it — they're being asked to lure it away from the capital long enough for an evacuation. How do you bait a creature that eats everything?
  • An ancient prophecy states the Tarrasque will awaken when a specific artifact is disturbed. The party just disturbed it. They have 48 hours before the creature surfaces — enough time to find the one weapon that can put it back to sleep, hidden in a dungeon beneath the creature's resting place.
  • The Tarrasque is already dead — killed centuries ago by a god. Its corpse, miles long, has become a landscape. But something is reanimating it from within. The party must descend into the body and destroy the necromantic engine before the creature rises again.

Combat Tactics

The Tarrasque is the ultimate endgame encounter, not a fair fight. At CR 30 with 676 HP, 25 AC, Reflective Carapace, and Magic Resistance, it invalidates most strategies. It has Frightful Presence (DC 17 WIS save, 120 ft) — trigger this first to scatter the party. Its multiattack (5 attacks per round including a potential Swallow) deals 100+ damage per turn. The key to running a Tarrasque well: don't make it a stand-and-fight. It moves, it destroys terrain, it collapses buildings. The party should be running, planning, and executing a scheme — not trading blows. If they try to fight it straight, they will lose. Reward creative solutions: collapsing it into a prepared pit, luring it into the ocean, using Wish, or a coordinated plan with multiple high-level allies.

Works Well With

Lich

A lich awakens the Tarrasque deliberately as a weapon against a rival power. The party must deal with both — the lich controlling the situation from safety while the Tarrasque does the destruction. Defeating the lich might be the only way to stop the beast.

Empyrean

An empyrean ally is one of the few beings powerful enough to help the party survive a Tarrasque encounter. Use one as a quest-giver or battlefield support — their legendary actions and divine magic complement the party's mortal efforts.

Kraken

Luring the Tarrasque to the coast where a kraken waits is the kind of desperate plan players love. Two CR 23+ creatures fighting each other while the party scrambles to execute a plan in the chaos is unforgettable.

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