Tarrasque

This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.
 

Tarrasque (CR 25)

Colossal Magical Beast
Alignment: Neutral
Initiative: +7
Senses: Low-Light Vision, Scent; Perception +43
Aura: frightful presence (300 feet, DC 27)
  Speed: 40 feet
Space: 30 feet
 

Defense

Armor Class: 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, -8 size)
Hit Points: 525 (30d10+360) Regeneration 40
Saving Throws: Fort +31, Ref +22, Will +12
Damage Reduction: 15/epic
Immunity: ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph
Spell Resistance: 36
 

Offense

Melee: bite +37 (4d8+15/15-20/x3 plus Grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
Reach: 30 feet (60 feet with tail slap)
Ranged: 6 spines +25 (2d10+15/x3)
  Special Attacks: rush, spines, Swallow Whole (6d6+22 plus 6d6 acid, AC 27, hp 52)
 

Statistics

StrDexConIntWisCha
41 (+15) 16 (+3) 34 (+12) 3 (-4) 15 (+2) 14 (+2)
Base Attack Bonus: +30
CMB +53 (+57 Grapple)
CMD 66
  Feats: Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Powerful Maneuvers, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Run, Staggering Critical
  Skills: Acrobatics +3 (+43 when jumping), Perception +43 Languages: Aklo (cannot speak)
  Special Qualities: carapace, powerful leaper

 

Special Abilities

Carapace (Su)

The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

Powerful Leaper (Ex)

The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

Regeneration (Ex)

No form of attack can suppress the tarrasque's regeneration-it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.

Rush (Ex)

Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.

Spines (Ex)

The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine-all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.
 

Ecology

Environment: Any
Organization: solitary
Treasure: none

  The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world-yet when it wakens, kingdoms die.
  Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.

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