Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Check out Level Up: Advanced 5E's TARRASQUE!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 8400496" data-attributes="member: 72555"><p>I'd be tempted to</p><p></p><ul> <li data-xf-list-type="ul">Combine Attack and Move legendary actions</li> <li data-xf-list-type="ul">Change the radiant breath to be a 1000' range 20' wide line. It makes it much more epic, if less useful in combat.</li> <li data-xf-list-type="ul">Make reflective carapace less absolute; it is a game element that vetoes a type of spell, rather than making that type of spell more interesting. Like:</li> </ul><p></p><p>1-2: Tarrasque takes half damage</p><p>3-4: A random creature besides the source and Tarrasque is attacked instead</p><p>5-6: The source is attacked instead</p><p></p><p>* Tweak inescapeable Earth. It needs to be tied to the narrative. Like:</p><p><strong>Boulder Storm</strong>: The Earth cracks and pieces swirl around the Tarrasque for the next minute. The radius starts out at 100', and each time this ability is used the radius increases another 100'. Ranged attacks that pass through more than half of the radius of this Boulder Storm are done at disadvantage. All creatures except the Tarrasque must make a dexterity saving throw (DC X) at the start of their turns or when they first enter the Boulder Storm. On a failure, they fall prone and take 5d10 bludgeoning damage; if they are flying, this save is at disadvantage, and if they fail they fall and their speed is reduced to 0 until the end of their next turn.</p><p></p><p>The Tarrasque may use this ability if it has taken damage since the last time it used this ability.</p><p></p><p>This acts very similar to the "ground everyone within 300'", but now ties into the narrative.</p><p></p><p>* Some mechanics for the Horns and Claws. Like:</p><p></p><p><strong>Claws</strong>: DC X strength save or be pushed 50'. If you hit an obstacle, take 1d12 damage for every 10' early you where halted.</p><p><strong>Horns</strong>: DC X strength save or be stunned until the start of their next turn. At the start of their next turn, repeat the save; on failure, they can only move or take an action, not both.</p><p></p><p>Also, maybe a limit on how many of bite/claw/horn/tail can be used on the same target. I know DMs can do that, but such a limit both makes sense geometry wise, and ensures that the Tarrasque wants to stay mobile.</p><p></p><p>I might also add a great leap ability, like 120' range, with recharge. Maybe let the tarrasque do that by dropping the tail attack; this makes it something it does only when it needs to (as it costs damage output), but makes "kiting" less likely.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8400496, member: 72555"] I'd be tempted to [LIST] [*]Combine Attack and Move legendary actions [*]Change the radiant breath to be a 1000' range 20' wide line. It makes it much more epic, if less useful in combat. [*]Make reflective carapace less absolute; it is a game element that vetoes a type of spell, rather than making that type of spell more interesting. Like: [/LIST] 1-2: Tarrasque takes half damage 3-4: A random creature besides the source and Tarrasque is attacked instead 5-6: The source is attacked instead * Tweak inescapeable Earth. It needs to be tied to the narrative. Like: [b]Boulder Storm[/b]: The Earth cracks and pieces swirl around the Tarrasque for the next minute. The radius starts out at 100', and each time this ability is used the radius increases another 100'. Ranged attacks that pass through more than half of the radius of this Boulder Storm are done at disadvantage. All creatures except the Tarrasque must make a dexterity saving throw (DC X) at the start of their turns or when they first enter the Boulder Storm. On a failure, they fall prone and take 5d10 bludgeoning damage; if they are flying, this save is at disadvantage, and if they fail they fall and their speed is reduced to 0 until the end of their next turn. The Tarrasque may use this ability if it has taken damage since the last time it used this ability. This acts very similar to the "ground everyone within 300'", but now ties into the narrative. * Some mechanics for the Horns and Claws. Like: [B]Claws[/B]: DC X strength save or be pushed 50'. If you hit an obstacle, take 1d12 damage for every 10' early you where halted. [B]Horns[/B]: DC X strength save or be stunned until the start of their next turn. At the start of their next turn, repeat the save; on failure, they can only move or take an action, not both. Also, maybe a limit on how many of bite/claw/horn/tail can be used on the same target. I know DMs can do that, but such a limit both makes sense geometry wise, and ensures that the Tarrasque wants to stay mobile. I might also add a great leap ability, like 120' range, with recharge. Maybe let the tarrasque do that by dropping the tail attack; this makes it something it does only when it needs to (as it costs damage output), but makes "kiting" less likely. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Check out Level Up: Advanced 5E's TARRASQUE!
Top