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System Reference Document 5.2.1
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 Sav-
ing 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 suc-
ceed 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 con-
dition and can escape from the corpse using 20 feet of 
movement, exiting Prone.
Legendary Actions
Legendary Action Uses: 3. Immediately after another 
creature’s turn, the tarrasque can expend a use to take 
one of the following actions. The tarrasque regains all 
expended uses at the start of each of its turns.
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 Em-
anation 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.
Toughs
Tough
Medium or Small Humanoid, Neutral
AC 12  Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 12 +1 +1 Con 14 +2 +2
Int 10 +0 +0 WIS 10 +0 +0 Cha 11 +0 +0
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack 
roll against a creature if at least one of the tough’s allies 
is within 5 feet of the creature and the ally doesn’t have 
the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 
+ 2) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 
100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.
Tough Boss
Medium or Small Humanoid, Neutral
AC 16  Initiative +2 (12)
HP 82 (11d8 + 33)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +5 Dex 14 +2 +2 Con 16 +3 +5
Int 11 +0 +0 WIS 10 +0 +0 Cha 11 +0 +2
Gear Chain Mail, Heavy Crossbow, Warhammer
Senses Passive Perception 10
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack 
roll against a creature if at least one of the tough’s allies 
is within 5 feet of the creature and the ally doesn’t have 
the Incapacitated condition.
Actions
Multiattack. The tough makes two attacks, using War-
hammer or Heavy Crossbow in any combination.
Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 
(2d8 + 3) Bludgeoning damage. If the target is a Large 
or smaller creature, the tough pushes the target up to 10 
feet straight away from itself.
Heavy Crossbow. Ranged Attack Roll: +4, range 
100/400 ft. Hit: 13 (2d10 + 2) Piercing damage.