User:Balmz/Tarrasque

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Size/Type: Colossal Magical Beast
Hit Dice: 48d10+594 (858 hp)
Initiative: +11
Speed: 100 ft. (20 squares)
Armor Class: 45 (–8 size, +3 Dex, +45 natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/15–20/x4)
Full Attack: Bite +57 melee (4d8+17/15–20/x4) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 30/epic, immunity to sleep effects, paralysis, stunning,dazed, death effects,poison, disease, energy drain, ability damage, ability drain, Blindness,dazzled, fatigue, exhaustion, polymorph, hostile mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), massive damage, sickened, Nauseated, staggered, Fascinated,

regeneration 40, scent, blindsight 120 feet, spell resistance 40, Omni energy resist 40. Fierce diehard

Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +19, Spot +17, Survival +14 (+16 following tracks), Jump 35+, Intimidate 31+, Climb 28+, Swim 25+
Feats: Alertness, Awesome Blow, Blind Fight, Cleave, Devastating Critical (All natural weapons), Improved Combat Reflexes, Epic Dodge , Great Cleave, Improved Bull Rush, Superior Initiative, Epic Will, Power Attack, Toughness (6), Exceptional Deflection
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment:

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

The tarrasque cannot speak.

Combat[edit]

The tarrasque attacks with its claws, teeth, horns, and tail.

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

Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 15–20, dealing quadruple damage on a successful critical hit.

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.

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.

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 350 feet.

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+8 points of crushing damage plus 4d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 80 points of damage to the tarrasque’s digestive tract (AC 25). 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 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

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.

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 868 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.

The tarrasque can be slain only by raising its nonlethal damage total to 5x its full normal hit points (or 4340 hit points) and using a wish or miracle spell or Reality_Revision to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d3 rounds (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.


Omni energy resist (Ex): The tarrasque has energy resistance 40 on the following damage types; fire, cold, electric, acid, force, divine, positive, negative, sonic, holy, unholy, city, radiant. This can not be bypassed by any means what so ever except by a deity of rank 5 or higher.


Fierce Diehard(Ex): A tarrasque is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

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