Tarascon (3.5e Monster)

What do you mean the tarrasque is SPAWNING?!

When the tarrasque is dismembered in any way, it regrows from its largest single piece and the other fragments of its corpse die normally. At least that's how it is supposed to work. Once in a blue moon the tarrasque has a part of itself severed away which continues to regenerate and grow. Thankfully for the world it does not become a second tarrasque but still forms one or more smaller and just as terrifying beings known as tarascons. These midget monsters of malice look like tiny deformed tarrasques and lack the absolute immortality, but retain die hard abilities and strength and a hunger which can cripple entire ecosystems. And unlike Big T. himself the tarascons are not known for their long hibernations.

Tarascons appear as cart-sized tarrasques with an oversized head and carapace and short stubby tail compared to the normal tarrasque. The result makes it look less like a T-Rex and more like a turtle with a comically oversized head and horns. They are fortunately sterile but have a small but non-zero chance of spawning more tarascons from their severed body parts. Like the tarrasque it understands but does not speak Common. It is 6' at the shoulder and 8000 lbs.

Combat
The tarascon knows it is nearly immortal and shows little fear in combat. What cannot be eaten and digested is usually ignored unless it posts a major threat. It's not very smart but it is capable of cunning and stalking if need be.

The tarascon’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Augmented Critical (Ex): The tarascon’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Frightful Presence (Su): The tarascon can inspire terror by charging or attacking. Affected creatures must succeed on a DC 22 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarascon. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the tarascon must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex): Once per minute, the normally slow-moving tarascon can move at a speed of 150 feet.

Swallow Whole (Ex): The tarascon can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+6 points of crushing damage plus 1d8+6 points of acid damage per round from the tarascon’s digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the tarascon’s digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarascon’s gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine creatures.

Carapace (Ex): The tarascon’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Regeneration (Ex): No form of attack deals lethal damage to the tarascon except a coup de grace. The tarascon regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarascon fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 300 hp). The tarascon is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The tarascon can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 300 hit points) and making a successful coup de grace attempt which causes it to die in spite of being nonlethal damage. It may also be slain with a casting of limited wish. Unlike the tarrasque once it is dead, it stays dead.

If the tarascon loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Skills: The tarascon has a +8 racial bonus on Listen and Spot checks.