King Tarrasque (3.5e Monster)

''The tarrasque is not a mere monster. It is a force of nature. You cannot fight it, you can only survive it.''

The tarrasque is a unique being which appears rarely to lay waste to the world. But what most do not know is that the tarrasque that most know is a child not yet fully grown. If the tarrasque goes long enough without being "slain" through wishes it may retreat for a long time to hibernate, change, and grows. What emerges next is the king of all monsters, the adult tarrasque.

Combat
The motives of the king tarrasque are shrouded in mystery, but one theory goes that the king tarrasque feeds off magical energy. Thus it is attracted to large magic using civilizations and sources of great magical power, why it is so resistant to injury by magic, and the source of its powerful nuclear breath. Woe unto magic-heavy cities for the king tarrasque cares not about your feeble buildings and walls as it marches towards its goal. In fact most of its destructive actions come from carelessness of that which is stomps underfoot as a man may carelessly destroy an anthill. For forces large enough to draw its attention and ire, it fights like a fierce beast and though not "intelligent", it is wise enough to pull tactics and deceit against its opponents. It's loud roars injure and embolden it, and its nuclear breath is saved for major threats it can not solve with raw muscle and power.

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

Extraordinary Health : The tarrasque always receives maximum hit points per hit die.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Greater Carapace (Ex): The tarrasque’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.

Its powerful carapace also protects it from physical attacks as well. It takes half damage from all non-siege weapons before applying damage reduction.

Hibernate : As a 1 round action the tarrasque can enter hibernation, falling asleep and unconscious (but not helpless). In this state it effectively does not need to eat, sleep, or breathe. By the end of 1 minute, it hardens into a layer of petrified stone which easily blends into the environment, but has the hardness of adamantine (hardness 20 is in addition to its damage reduction). It could stay this way indefinitely, but usually comes out sooner. In this state it only has a dim sense of its surroundings, and is effectively blind. It can remove itself out of hibernation as a 1 round action, but is staggered for 1 minute afterward.

Immunities : The tarrasque is immune to fire, ability damage, ability drain, disease, energy drain, poison, and mind-affecting effects. It is also immune to extreme pressures such as outer space or the depths of the ocean.

Improved Grab (Ex): To use this ability, the tarrasque 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.

Nuclear Breath :  The tarrasque can release a destructive beam of raw magic as a 1 round action, its spines along its back lighting up clearly as it charges. It fires a line out to 1000 ft and 15 ft wide, dealing 48d8 damage to all creatures in the beam (DC 48 Reflex half). Creatures reduced to below 0 hp are disintegrated as per the spell, or up to 250 ft of solid matter. It also counts as disintegrate for the purpose of interacting with spells like wall of force. Once it breathes, it cannot breath again for another 1d4 rounds. The saving throw is Constitution based.

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque 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 1342 hp). The tarrasque 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.

If the tarrasque is under a permanent effect such as a curse it can end its duration after resting for 8 hours.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1342 hit points) and using a wish or miracle spell to keep it dead.

If the tarrasque 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.

Roar : The tarrasque can roar as a standard action, dealing 10d6 sonic damage to all creatures in a 60 ft cone (DC 48 Reflex save for half) and deafening them for 1 minute on a failed save. The roar emboldens the tarrasque, who heals 10d6 damage as a result. Any extra healing becomes temporary hit points which last for 1 minute (temporary hit points overlap, they do not stack) so it is not uncommon for the tarrasque to start combat with a roar and grant itself temporary hit points. The saving throw is Constitution based.

Rush (Ex): Once per minute, the tarrasque can multiply its movement speeds by x10 for 1 round.

Superior Weaponry : The tarrasque's natural weapons count as magic and adamantine (as well as epic).

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 3d8+12 points of crushing damage plus 3d8+12 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 30). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller creatures.

Universal Damage Reduction : The tarrasque's damage reduction applies to all damaging effects, effectively giving it resistance 20 against every energy type (including force) and even untyped energy such as an eldritch blast. Epic spells or spells with a caster level higher than 21st count as bypassing it's damage reduction.

Unstoppable : Buildings do not slow the tarrasque down. The tarrasque may make free sunder checks on unattended objects such as most buildings (even if occupied, they aren't "attended" since they are terrain). If it makes a successful sunder check it continues walking through it, if it fails its movement stops short.

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