Tarrasque Tactics

In all of fifth-edition Dungeons and Dragons, there are only six creatures with a higher challenge rating than an ancient red or gold dragon. Four of them are archdemons. One of them is Tiamat, the five-headed dragon goddess herself. The other one—equal to Tiamat, and superior to Yeenoghu, Orcus or Demogorgon—is the tarrasque.

And yet I got an intriguing e-mail from a reader recently: “In previous editions, people said the tarrasque was actually easy to deal with, so I’m curious to see your take”!

Easy? Let’s see how plausible this is—and figure out whether 5E has turned up the heat.

The tarrasque is basically a kaiju. It’s 50 feet tall and 70 feet long, quadrupedal but walking on its hind legs and using its tail for balance (the Monster Manual compares this to a bird of prey, but a better comparison is to a dinosaur or—let’s be honest—some kind of hellish kangaroo). With Intelligence 3, it’s overwhelmingly a creature of instinct, with no more ability to learn, adapt or strategize than a cat or dog. Its Strength and Constitution peg the meter, but its Dexterity is a merely average 11—unsurprising, given how much mass it has to move. Its Wisdom and Charisma are similarly average, so it’s the tarrasque’s brute Strength and Constitution and very low Intelligence that define its behavior.

Tarrasques are immune to fire and poison damage as well as physical damage from normal weapons. Like many monsters with saving throw proficiencies, the tarrasque has proficiency on only two of the big three: Constitution and Wisdom. This means that Dex saves are the closest thing it has to an Achilles’ heel—but it also has Legendary Resistance, giving it automatic successes on up to three saving throws, and those are always going to be the first three failures, unless a player character lobs something at it that’s not even worth dodging, such as a fireball spell. And the tarrasque also has Magic Resistance, giving it advantage on saves against spells and other magical effects, and Reflective Carapace, which causes ranged spell attacks, magic missiles and lightning bolts to bounce off it (occasionally, back in the direction of the caster).

So let’s pause here and enumerate what kinds of damage can get through the hide of a tarrasque:

  • Physical damage from magic weapons. That, at least, you can depend on.
  • Acid. Mundane, undiluted acid flung in its face. Assuming you can obtain enough of it.
  • Direct cold, lightning, thunder, radiant or necrotic damage from a magic weapon. These are reliable because they only require attack rolls to convey, not saving throws to resist.
  • Radiant damage from sources like the paladin’s Divine Smite feature. Again, it’s direct damage, no saving throw required.
  • Certain kinds of magical damage requiring a Dex save if you can somehow restrain, paralyze or stun the tarrasque first, to negate its advantage on the roll. Of course, this will generally require it to have failed a Constitution or Wisdom save, so it’s a slim chance to pin your hopes on.
  • The breath weapon of a dragon, which is a biological effect, not a magical one. Acid (black, copper), cold (white, silver) or lightning (blue, bronze) recommended over fire (red, gold, brass) or poison (green, brass). Also the breath weapon of a dragonborn, although that character will get to use it only once, and it will do only about 18 points’ worth of damage on average.

Based on this list, I wouldn’t say dealing with a tarrasque is going to be easy by any stretch of the imagination, although it will be easier for sturdy PCs equipped with the finest in magical weaponry—or for ones who have a good working relationship with the right kind of dragon. Also, they’ll have to do their research first or suffer through some painful trial and error as they try to figure out what works on it and what doesn’t.

How painful? Let’s turn to what the tarrasque can do to its opponents.

With +19 to hit, all its melee attacks are virtually guaranteed to land. Its bite does an average of 36 points of damage per hit, grapples and restrains; its claws do an average of 28 points of damage; its horns do an average of 32 points of damage; and its tail does an average of 24 points of damage and has a good chance of knocking its target down. And its Multiattack incorporates five attacks: two claw attacks and one each with bite, horns and tail. That’s an average of 148 points of damage per turn.

If a tarrasque holds an opponent in its jaws, it can Swallow, which inflicts an additional bite attack (with advantage, since the target is restrained, although the tarrasque’s attack modifier is so great, this will hardly make a difference) and transports the opponent to its gut, where said opponent will be rapidly digested if he or she can’t inflict 60 points of internal damage in a single turn while blinded and restrained. As part of its Multiattack, it can substitute Swallow for its bite.

And the tarrasque has legendary actions—actions that let it act on other creatures’ turns. It can make a single attack with its claws (target in front of it) or its tail (target behind it), it can put on a burst of speed, or it can make a single bite or Swallow attack at the cost of two of its legendary actions. So add another average 84 points of damage to the amount it can potentially dish out on its turn.

If all this damage were directed at a single character, that character would have to be a 20th-level barbarian with Constitution 20 to have a chance of surviving.

So no, this monster is not going to be easy to deal with.

In fact, a party of six level 20 PCs will have an extraordinarily difficult time taking it down. To do so will require them to dish out 676 points of damage in, well, six rounds or fewer, basically, with each round diminishing the amount of damage they can deal.

There are silver linings, though. First, a tarrasque isn’t going to direct all its attacks at a single target, ever. It will use its bite, horns and claws against opponents in an arc in front of it, but its tail attacks will be directed at targets behind it. (Tarrasques have 120 feet of blindsight, so don’t count on their not seeing you creeping up on them.)

Second, tarrasques choose their targets indiscriminately. They’re so massive that their hunting instincts don’t have to be fine-tuned, which means they’re not singling out weak or isolated targets. In fact, they’re more reactive than anything else. Whoever does the most damage to them in a given round is likely to be their main target in the next one—provided that they know where the damage came from.

Third, they want to liiiiive! That means you don’t have to kill a tarrasque to drive it off. If you can get it down to 270 hp or fewer, Godzilla will return to the ocean.

Fourth, a tarrasque is less likely to attack creatures who are fleeing its Frightful Presence—that is, unless one of those creatures is directly in front of it. Then, like a dog, it instinctively chases that target.

And fifth, if it’s being fought from a fortified position, the tarrasque is as likely to direct its own attacks (specifically, claw and horn attacks) at the fortification itself as it is at the opponents inside.

The tarrasque’s Multiattack sequence will generally follow the order claw, claw, horn, bite, with any tail attack (if applicable) occurring at a random point in that sequence, but if it has a grappled victim in its teeth, it will Swallow first, then use its move, then finish its Multiattack with claw, claw, horn. Claw and bite attacks will be directed against the same target, but the horn attack may be directed elsewhere, depending on who’s in front of the tarrasque and how much they’re bothering it.

It will use its Chomp legendary action anytime it has a victim in its jaws on another creature’s turn. This is reflexive behavior, not necessarily optimal behavior—and since Chomp consumes two legendary actions, this may also be construed as a silver lining for everyone other than the living snack. If the tarrasque has no grappled opponent in its jaws, but there’s an opponent within reach directly in front of it, it will make a legendary claw attack; if there’s no one within reach in front but there is someone within reach behind, it will make a tail attack. If there’s no one within reach in front or behind, it uses its Move legendary action to get closer to whomever it’s chasing, or to the nearest potential target.

The tarrasque’s behavior is very random, and cynically, the best place for PCs to encounter one is in, say, a crowded city, where there are lots of innocent bystanders for the tarrasque to attack while the PCs get their first licks in against it. If they confront it in the wilderness, in contrast, its full attention will be on them and them alone. However easily distracted it may be at first, once a tarrasque is lightly wounded (reduced to 608 hp or fewer), it stops attacking bystanders and focuses its attention on whoever’s hurting it. When it’s moderately wounded (reduced to between 473 and 271 hp), it becomes very aggressive and focuses all its forward-facing attacks on whichever single opponent has done the most damage to it. And when it’s seriously wounded (reduced to 270 hp or fewer), it lumbers away, using the Dash action on its own turn unless there’s a pursuer within reach of its tail, in which case it attacks with its tail. It also uses its Attack legendary action to take tail swipes whenever a pursuer gets too close.

Next: thri-kreen.

52 thoughts on “Tarrasque Tactics

  1. Most powergamers making the claim that the tarrasque is easy to defeat will have the entire party engage at range or flying; the tarrasque therefore gets no attacks against the PC as it has (by RAW) no ranged capability.

    1. “Ranged capability” is an interesting term. The tarrasque is 50 feet tall, its arms have a 15-foot reach, and its tail has a 20-foot reach. It takes up a minimum of 14 squares or 12 hexes on a battle grid, and the RAW imply that it can take up more, reflecting its size. I’d say this is a creature that can reach someone flying 60 feet off the ground; it can also enhance its movement by using its Move legendary action on other creatures’ turns, for a total distance of 60 to 100 feet. I’d say that’s definitely a sort of “ranged capability,” in the sense that it can cover a lot of range before making its melee attacks. Also, it only has to get within 15 or 20 feet of an opponent to gain an opportunity attack when that opponent tries to move away. And the PCs wielding ranged weapons will have to be using magic bows or arrows, preferably enhanced with elemental damage, to inconvenience the tarrasque. Meanwhile, it’s killing innocent bystanders and wrecking cherished local landmarks. Are Our Heroes going to stand way back and plink at range with barely effective weaponry? Fie, fie on that, I say!

      1. Your last point is always my biggest counter to anyone who argues that the tarrasque can be killed easily, given enough time. If the “heroes” take several days to defeat the tarrasque but let thousands (or even millions) of people die in the process, is it really a victory?

  2. Flying is not a great strategy for melee based pc’s. That’s a great way to get swatted, grabbed, and chomped. Ranged spellcasters are at a serious disadvantage due to its legendaries and immunities. Keith notes that it is only animal like instincts, so you confuse it, bait it, and then hit it with everything you have and hope it is enough. Really solid write up.

  3. I thought there might’ve been a tarrasque encounter in an old campaign where it threw trees at flying creatures, but maybe I’m confusing it with one of the 2e gargantuas. Anyway, I really like this.

    In a completely different direction, will you do Mongrelfolk from Strahd, please? I feel like they would be very The Hills Have Eyes-esque, but not quite as creepy.

  4. If anything, wasn’t the Tarrasque even *more* difficult to kill back in prior editions? I thought I remembered something about requiring complete and total dismemberment, and I *definitely* remember that true death required use of a bona fide Wish spell.

    1. Even that’s a come-down. Back in the days of legend, the original Tarasque was killed only by divine intervention — St. Martha was able to miraculously stop its fighting people.

    2. Yes. He regenerated incredibly fast,and the only way to kill him was to wish for it to stop regenerating.

      My main complain with 5e tarrasque is that it doesnt regen

  5. I have an untested theory about defeating this uber-monster. It relies on two things: (1) the ineffectiveness of the reflective carapace on spells cast from INSIDE the beast, and (2) it still needs to breathe.

    Again – untested theory. But it occurs to me that a sufficiently creative and lucky adventurer could get inside the Tarrasque, Wall of Force (or similar) the windpipe, then magic him/herself away and watch the beast asphyxiate.

    It would take a brave/foolish PC to try it, though!

  6. Speaking of demon lords, will you be covering the demon lords from Out of the Abyss or other boss monsters/splatbook-specific creatures from the various 5E adventures?

  7. Certainly, the tarrasque is no pushover, but let me paint you an absurdist scene. The dread tarrasque rampages through the countryside, no village is safe; so the King’s Wizard finds a young first level cleric and gives him a pair of winged boots. And then pulls up a chair to watch the cleric fly around and sacred flame the poor defenceless creature into oblivion.

    The boots give four hours of non-concentration flying, which is just a little bonkers.

    1. You’re forgetting about the tarrasque’s Reflective Carapace. Five out of six sacred flame attacks will have no effect on the tarrasque, and the sixth one will backfire on poor Erasmus.

      1. Actually, no. Reflective Carapace affects only magic missile, line spells (such as Lightning Bolt) and spells that require a ranged attack roll (like Fire Bolt). Sacred Flame is a straight dexterity saving throw, and hence bypasses the Reflective Carapace.

        That said, thanks to the tarrasque’s advantage on saving throws against spells, it only takes damage 36 out of every 100 casts (assuming Erasmus has +3 from his wisdom score), and then only takes an average of 4.5. Which I’m not convinced the tarrasque would even notice immediately, it’s sort of like a mosquito bite.

        1. I looked directly at the text of sacred flame and could have sworn it was a ranged spell attack. This is what I get for answering questions on weekends.

          In any event, Erasmus had better not ever come any closer than 53 feet (Tail attack with 20-foot reach, plus 33-foot vertical leap). With a 60-foot range on sacred flame, that’s a pretty narrow zone to work within.

  8. Could you *drown* the tarrasque? Might be difficult to get him in the water–some kind of teleportation, maybe–but once it was in there, I don’t see why it wouldn’t work. No swim speed, no immunity to… anything respiratory that suggests it doesn’t need to breathe.

    1. Mmmmaybe? Depends on if you’re ignoring past editions. It sleeps in the center of the earth, so logically if it doesn’t need to breathe underground, it shouldn’t need to breathe underwater. But 5e doesn’t say anything like that, only “the tarrasque slumbers in its secret lair beneath the earth” which, considering they also didn’t bother to give it a burrow speed or earthglide, implies it’s actually a cave with air in it.

      1. in Volo’s Guide to Monsters, it mentions a Giant legend where Stromnaeus “pull(ed) the tarrasque down to the bed of the ocean where at last it would drown.”(page 30, under Skoraeus Stonebones, the Great Creator)

        going just on that it seems the Tarrasque can be drowned.

        1. Weeell, the tarrasques still here, so maybe not. I hope there’s only one, but if that legend is to be beleived, then… Godzilla for everyone!

          1. in spelljamer campaign setting, there were a entire planet full of them, but they are pacific creatures there, and the nytrogen on our planet make them go berserk and ignite their super regeneration

  9. The tarrasque has proficiency in all mental saves, not Constitution. I had to look the text over a few times, because I couldn’t believe it had proficiency in INT saves.

  10. Equal or superior in terms of challenge to the players maybe, but certainly not in a monster vs monster matchup.

    Tiamat, Yeenoghu, Orcus, and Demogorgon would all make easy work of the Tarrasque. The Tarrasque’s attacks are nonmagical and they’re all too big for the Tarrasque to swallow, leaving no way for the Tarrasque to hurt them. Same for Baphomet, Juiblex, or a Kraken.

    Interestingly, a Spirit Troll (CR 11) can also beat the Tarrasque even though it’s only Large since Spirit Trolls are immune to being grappled and therefore can’t be swallowed.

  11. Funnily enough a simple, bog standard werewolf can fight the Tarrasque to a draw, since the Tarrasque is incapable of dealing magical damage, and werewolves have complete immunity to said damage type.

    Granted the werewolf can’t kill the Tarrasque either, but I feel that’s a little bit sad that the Tarrasque can be stalemated in a straight fight by a CR3 monster.

    1. Nah, the werewolf would be grappled by bite then swallowed, and dissolved by the acid damage in the stomach. Which makes sense because the only reason Tarrasque even notices the werewolf is if it’s hungry and out for snack.

  12. I am aware that I’m very late

    I just wanted to point out that dashing away is extremely dumb for a tarrasque given that doing so moves him by 40 ft at the cost of hundreds of points of expected damage towards its pursuers. I’d that when it decides to retreat it would only use it’s legendary actions to run away but keep on eating those that get too close to him

  13. Single best spell against a tarasque is the maze spell. Since to leave it’s a ability check and not a saving throw and it’s DC is too high for the tarasque to be able to escape. This gives you 10 minutes to heal buff, set traps, use items or give npc commoners a chance to flee before the real fight.

    1. Excellent idea!
      Assuming your party has the jump on the tarrasque, they attack first, wizard hold his action to be the last to act before the tarrasque and maze it. Party heal from the reaction/legendary attack and prepare for the next round. Tarrasque is back but again ambushed and is last to attack, but before it can attack it is sent again in a maze, etc.

  14. I also heard of this combo :
    Prismatic wall above the Tarrasque, then Reverse Gravity to ”push” the Tarrasque up and down the wall until it dies. Possible?

  15. The tarrasque’s defenses make plinking it to death at range hard but not impossible, so but if I was to make one change to the monster I’d just give it rockthrowing like a giant, for those flying Arcane Archers. Otherwise, I think the design holds up.

  16. There is an idea i have had my mind on a while but found no one testing it.

    Would it be a nice idea using the tarrasque in a campaign with low Level characters like lvl5, but instead of having direct combat (of course) have a “run, hide and get through stealthily” approach?
    For example, I imagine the team crawling in a temple for loot, the tarrasque appears and they have to sneakily get away from it like in a stealth Videogame hiding behind rocks, throwing objects to turn the monster focus away or stuff of that sort. Of course, maybe take away its blindsight or have a good reason why it doesn´t work.

    In my mind, the instinct nature of the tarrasque makes it dumb enough to be fooled around a little, but the consequence of being found out by it and its immense power gives enough pressure to the players to really really not mess up things and use their brain. Maybe put a team of strong npc adventurers face the tarrasque in front of the players and see with their own eyes not to dare cross the mighty Tarrasque!

    Opinions? (AMAZING Website btw, gonna buy the book)

    1. I’ve been thinking about putting a tarrasque in my final campaign battle, but it’s not the BBEG!! Rather, the BBEG wants to stealthily tao into its innate magical being to power his own spell(s). But I’ve been struggling with what would happen if it joined the big battle!!! Would BBEG & PCs have to join forces – would they even be willing to??

      But your idea for a stealth mission to avoid it, like Rippley in Alien, gave me an idea. Maybe I have the tarrasque still be slumbering in its cave. PCs have to “quietly” stop BBEG & his team, all with both sides trying NOT to awaken the tarrasque!! That would be an interesting dynamic!! And maybe set a trigger of, say, 100HP – so it stays asleep as long as it is not damaged in any way for >99hp.


      1. 100 hp is already almost 1/6 of its life and sounds a lot to me, but I am no Keith Amman to give a reasonable.

        Other personal suggestion, you could also give a way for your team to direct the tarrasque attention to the bbeg (I also suspect a quite creative team might try such strategy on its own).

        I might borrow your idea at some point, it’s a nice one. It also gives ground for displaying a rather weak (weaker than the tarrasque) but clever bbeg so your team needs to outsmart it or will get in a trap or similar

        1. Thanks for your thoughts, George!

          I didn’t think about how the PCs could redirect or trick tarrasque into attacking BBEG & his team.

          I picked 100 HP with the following assumptions:
          * tarrasque found & is sleeping in the middle of a major ley lines node, so is “fed” (in my world) & may ignore more “mosquitoes”.
          * tarrasque’s carapace will be the “floor” of the cave for this battle. I’ll give everyone very early notice that something HUGE is below them, maybe BBEG: “Ssshhhhh, baby is sleeping…” and points down.
          * I’m also betting on the carapace reflecting and stopping the vast majority of any attacks, so highly unlikely the tarrasque would even get damaged by 100 HP.

          I’m hoping Keith might chime in on these ideas.

          1. One last idea from this poor soul, there are some homebrew variants of the tarrasque online that are pretty cool. (Nothing that completely breaks the monster mechanics) Some might give you a nice idea on what to do.

            A favorite of mine, which might be useful in a close environment, is the charge attack. It basically runs for 20-40 feet towards a target charging with the horns while trampling over everyone on its path. Being the tarrasque quite large, that’s a lot of area to cover with its big bulky feet

  17. The Tarrasque actually has another major weakness.
    Horses have a movement of 60 feet. If you equip a few dozen knights with +1 longbows and horses they can out run the Tarrasque’s movement of 40 feet.
    Now if it dashes and uses all three of its legendary actions to Move it can cover 140ft. A bit faster than a horse dashing.
    Magical Horseshoes of Speed will increase the horse’s speed by 30ft and if the horse dashes every turn it can move 180ft.
    Granted, to stay out of range of the Tarrasque they will have to be firing at long range (disadvantage) but it’s worth sacrificing for almost complete safety.

    1. Or instead of Rare magic horseshoes you could just cast the Haste spell. Which would increase their speed to 90ft and let them Dash twice. Not sure why I didn’t think of this first.

      1. In my opinion it is a strange way to circle around the rules and might not be too realistic. It is correct but here is how I see it.

        First, the battle takes place over a very long space. Every turn 140 feet minimum are covered, you do this 10, 20 or 40 times (as much as it takes to take the tarrasque down) and so much space is being covered. Would there be any obstacles on the way, like buildings or difficult terrain, the tarrasque has the upper hand as it can simply force its way through while players have to find their way. And there will surely be obstacles in such long distances.

        Second, it considers everyone capable of dashing indefinitely. I usually use the chase mechanic of fatigue if players and npcs dash multiple times: you can dash an amount of 3+con modifier, when you dash more you roll 1d20 and on 10 or lower you get a temporary exhaustion level. You reach level 5, you are almost dead. And the tarrasque constitution is monstrous, it can run so much. It is an optional rule but realistic in my mind, you can’t sprint at the top of your legs forever and you only need two levels of exhaustion to have your speed halved. Plenty for the big buddy to catch up.

        Third, if the damage is really low the tarrasque might keep on wreaking havoc before even noticing the party. And well, might not be a victory for everyone if hundreds get slaughtered or cities get destroyed (as Keith ammann and flatsoda mentioned previously). Even during the chase the tarrasque might stomp brutally over kilometers of settlements. Moreover since the damage rate per turn is low, once arrived at a low hp the tarrasque can run away and get to cover under the earth before the party can take it down completely (unless they change strategy at this point perhaps)

        This is only personal interpretation, take it with a super tiny grain of salt! Let me know what you think, I might be wrong

  18. Actually, I remember reading the 1e dmg and noting demogorgons XP (and thus his CR) was higher than Asmodeus’ and the tarrasques. So I’d say they made it a lot more powerful this edition.

  19. “or for ones who have a good working relationship with the right kind of dragon”

    Or can become the right kind of dragon. True Polymorph and Shapechange can both accomplish that.

  20. I must be missing something. Every group I’ve played with or DMed has a rogue that has expertise in Stealth and Perception.
    Equipped with the basic amount of magic weapons and an ability to fly, a party can physically slay this beast in just a few rounds.
    Add an eversmoking bottle so the rogue gets sneak attack every round, this “titan” is slain in under a minute.
    Just stay at 150/170 feet above it, it’s frightful presence will have no effect. And just shoot at disadvantage. (Rogue’s feat tree usually is lucky, then sharp shooter anyways, so it should still be laying down the sneak damage)
    As long as you don’t have that player that complains that their character isn’t being utilized optimally and decides to go melee it, done in one maybe two minutes.

      1. They wouldn’t be doing sneak damage at all? Sharpshooter would negate range disadvantage, but it doesn’t do a thing against being heavily obscured. The bottle would make the area heavy obscured, so once it’s covered the Tarrasque, he’s going to be obscured as well. This theif is then shooting with disadvantage, so no sneak attack and it’s actually harder to hit then the bottle wasn’t used at all. Also nothing stops it from moving out of the bottle’s range.

        Now, anything with hands can make an improvised weapon attack, but strictly speaking RAW that only means it can throw something 60 feet at long range. Which is ridiculous, as that’s used to describe a small or medium sized character. Mike Mearls says to use rock rules for giants, which at minimum would give the Tarrasque 60/240 feet (and I’d at least double that considering this creature controls a space over twice as large as the next size category up) But that’s sage advice, not RAW. But even assuming you somehow have it on a featureless plane with nobody else to worry about and have this overhead flying advantage, it can at least take the dodge action since it implausibly has nothing better to do, and with an AC of 25 and rolls now being made with disadvantage. So it’s going to take a while. Longer then the ten minutes the flight spell lasts, possibly. But even if you all have flying mounts, or an airship, or are all Aaarakocra it’s gonna take a lot longer then 12 rounds/2 minutes unless everybody is rolling double natural 20 after double natural 20.

        That said, I would give it a long range rock/improvised weapon option in my game, because as this website says right in the title, the monsters know what they are doing. And anything that survived this long being known as an unstoppable juggernaut has figured out it can throw stuff at things it can’t reach.

  21. I had a DM who once tried using a Tarrasque on our lvl 20 party. (Quick note: before this story metagaming was seen as alright. I didn’t like this rule and tried to abuse it so it would be changed. Mission Accomplished) Her mistake was giving us prep time. She gave us a prophecy from the evil lich we barely defeated (maybe using a thing or two from this site) that in a years time, the World Devourer will awaken. As we were of such high level, we had plenty of wealth. We were generally allowed to buy any magic item if we found a buyer. I managed to convince her, that since, you know, the whole world was threatened everyone would eagerly give us their loot. While the cleric went on a side quest to get some divine aid, I bought 12 copies of Manuel of Clay Golems. I had 5 days to spare when my immune army was finally created. When it awaken from the ocean, it was swamped by enemies that not only could it not damage, but healed when they were in the stomach. My little platoon was far more impressive than the blessing of Helios.

    1. They are immune to non-magical weapon attacks. Falling damage isn’t a weapon attack. The Tarrasque picks up your golems easily with it’s strength and starts chucking them. Lets assume he doesn’t get any height and just drops them. That’s 5d6 falling damage they have to take. Your DM was thinking too rigid if those golems were able to take it on themselves.

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