Godskook
2010-12-08, 08:09 AM
First of all, SotB is a campaign setting that I've begun working on, and in it, there's changes to who and what the Tarrasque is. These changes are subtle at some parts, but demanding at others. For instance, a breath weapon is a required setting feature.
Second of all, as per this thread (http://www.giantitp.com/forums/showthread.php?t=178681), some design goals were established for how to make the Tarrasque a significant threat at higher levels.
Since its late, but I want to get this started, I'm only going to list plans/ideas I've got, and I'll come back when I can to fix them up into a solid monster entry.
1.Shriek attack, shatters objects, possibly even force-effects, and deals AoE damage. Definitely disperses fog effects within range.
2.Breath Weapon, usable once per ???(hour, day?), clinging, lingering, entangling, and "heavy"(fills a space much like cloudkill does). Deals 12d6 fire, 12d6 electric, 12d6 acid, 12d6 cold, and 12d6 force.(60d6 damage is ~=210, which is survivable with resistances and immunities up).
3.Whenever the Tarrasque moves 240ft in a round, it is considered to be producing a wind effect of 30+ MPH, for the purpose of dispersing cloud spells in any square he occupies or moves through. This is not a 'upgrade', but rather an observation of the speeds, momentum and displacement a tarrasque generates as written.
4.Freedom of Movement now grants either replaces BAB with CL in the grapple check or provides a CL/2 bonus on checks made to resist a grapple. This will probably be houseruled on the spell's side, but is noted here for completeness sake.
5.If the tarrasque's ability scores are lowered in any way, it regenerates them at the rate of 1/round. Negative levels as well.
6.If a tarrasque is ever affected by an effect that is [mind-affecting], the tarrasque may make an opposed level check against the originator of the effect to end the effect immediately. The tarrasque may check again on its turn as a swift action(usable even while dominated or paralyzed), every turn until the effect ends.
Not done, but tired, at the moment, so goodnight(kinda, its 7am here, ugh)
Tarrasque
Size/Type: Colossal Magical Beast
Hit Dice: 48d10+594 (858 hp); Rejuvenation
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/×3)
Full Attack: Bite +57 melee (4d8+17/18-20/×3) 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, breath weapon, shrieking roar
Special Qualities: Call of the Beast, Predator's Reach, Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: 17 feats from RHD
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
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.
The Tarrasque favors melee, especially against small forces. Against large groups and/or threatening opponents, he'll open up with his breath weapon, wading into the cloud to slaughter survivors, shrieking whenever convenient. His single-minded ability is often held in reserve against things that'll actually slow the beast down, such as a slow, hold monster, grease or web. Spells like fireball are generally ignored, unless the Tarrasque is so wounded as to be knocked out by the spell.
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.
Frightful Presence (Su)
The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 46 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Constitution-based. Recheck every minute or each time the creature enters the aura, whichever is more frequent.
Note: Unlike other Auras, Creatures pass a save against this aura receive no special bonus against future saves.
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.
The spell Freedom of Movement works differently against the Tarrasque. Instead of its normal effect, a creature with FoM receives a bonus on grapple checks equal to half the caster level of the effect or it may replace its BAB with the caster level of the effect, whichever is better, but only to resist a grapple. (When FoM is houseruled this effect should be reviewed)
Predator's Reach
The Tarrasque's attacks are treated as force effects for the purpose of attacking incorporeal or ethereal targets, but not force immunity(thus, if an incorporeal is immune to force, it still takes damage from a Tarrasque's attacks). For the Tarrasque, senses crossing the ethereal boundary work both ways(i.e., the Tarrasque on the material plane hears, sees, and such just as well in the ethereal as he would onto the material from the ethereal).
Rush (Ex)
Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
This increases to 240 feet and is usable at-will if the Tarrasque is tracking one of his designated prey.
Whenever the Tarrasque is capable of moving 240+ feet per round, its movement is considered a wind effect of 30+ MPH for dispersing fogs he moves through.
Designated Prey (Ex)
The Tarrasque is designed as a predator. When created, its creator decides a number of prey equal to one quarter the Tarrasque's HD(12). The Tarrasque treats the designated prey as if they were favored enemies as per the Ranger class feature with a bonus equal to half his HD(+24, currently). In addition, he applies this bonus to his attack rolls, Hide, and Move Silently. He is treated as knowing the track feat when following Designated Prey.
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 2d8+8 points of crushing damage plus 2d8+6 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 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 ranged spells, spell-likes, supernatural effects or similar back at their source. There is a 30% chance of reflecting any such effect back.
Note: The Tarrasque is designed with full-transparency in mind. If your campaign works differently, adjust the Tarrasque to be equally defended against psionics.
Breath Weapon (Su)
Every 2d6+2 rounds, the tarrasque can let loose a devastating breath weapon as a standard action. It deals 1d6/4HD of fire, cold, lightning, acid, and force(12d6 each, or 60d6 total) in a cone that is 5' per HD. DC 46 Ref save for half. The save is constitution based. The weapon is automatically modified as if by the clinging metabreath feat for 1 round per 10 HD, and by the lingering metabreath feat for 1 round per 5 HD without increasing the recharge duration.
At its option, the tarrasque may use this weapon as a full-round action that provokes an attack of opportunity. If so, he continues spewing forth damaging energy for as long he maintains concentration. The turbulent energy creates a 1' deep lake along the ground that grows in a spread at 1 miles per round. For each round the tarrasque spends spewing this energy, add +100 to the number of rounds required to recharge this weapon. This can be maintained for a number of rounds equal to 10 times the tarrasque's HD. This option is devastating to the landscape, reducing almost everything touching the ground into ash.
Shrieking Roar (Ex)
Every 2d4 rounds, the tarrasque can loose a sonic attack as a move action or as a free action as part of movement. It deals 1d6 sonic damage per 3 HD(16d6) to all creatures and objects in a spread that is 10' per HD. DC 46 Fort save for half. Any creature who takes damage must make an additional Fort save or be deafened. This also produces a wind effect that disperses all fog-effects within the area as a wind of 700 MPH. The save is constitution based.
Force effects that do not have listed hit points are treated as objects with HP equal to their caster level for the purpose of this ability.
Single Minded (Ex)
Whenever the Tarrasque fails a save, he may, after learning the results of a failed save, as an immediate action, make a check against the original DC with a bonus equal to his HD + Con bonus. If successful, treat it as if the tarrasque had passed the save. This check does not have critical success/failure.
Whenever the Tarrasque is affected by a [Mind-Affecting] effect, at the beginning of each of his turns, he may activate this ability as a free action to negate that [Mind-Affecting] effect.
Should his mind be removed or destroyed(physically, or through magic such as mind switch), it regrows in 2d4 rounds. While regrowing, he may not activate single minded, and any master who attempts to control the beast can not benefit from it. It is a product of the Tarrasque's unfettered mind, and is always lost in such cases.
Call of the Beast (Su)
While supernatural, this ability is not lost when the Tarrasque is in an Antimagic Field. However, it can only target someone who can be affected by a supernatural ability, so any target within an Antimagic field is effectively immune.
This ability has a range of 0.1 mile per HD per year of imprisonment, so if the Tarrasque is imprisoned for 30 years, this ability has a range of 144 miles.
Each day, the beast targets one individual in range who has an attitude of at least indifferent towards releasing the beast. Roll a diplomacy check of 1d20+HD to make that person fanatical. If successful, the target immediately receives 36,000xp, and automatically takes "Prestige Class X" if and when available. The target's default attitude towards the Tarrasque remains helpful after the duration for fanatical expires, and is immune to the Tarrasque's breath weapon and shrieking roar. The Tarrasque may revoke this immunity if it deems a servant to have violated their pact.
Calling an individual does not stack with itself.
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.
If the Tarrasque's ability scores are reduced by any permanent means, or additionally, any temporary means with a measured duration(measured in rounds, minutes, etc), the Tarrasque recovers 1 point per round. (not effective against things like a net or lasso)
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 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.
Rejuvenation (Su)
If the Tarrasque is slain by any means other than Wish, Miracle, or similar, it restores itself to life at a random spot within its dominion(typically the entire plane). If slain by Wish, Miracle or similar, it instead returns to the Tarrasque's patron deity.
Designer Note:
While it is assumed that the Tarrasque simply can *not* be killed short of a wish-like effect, I included this for completeness sake. Also, it is assumed that the Patron deity has power such as to bring the beast back to life. For DMs who wish there to be a 'cost' to such, I suggest that the deity takes 1 point of damage to his/her divine rank(which would heal in 1 day's time relative to the Prime Material Plane). Thus, reviving the Tarrasque is dangerous since it leaves the deity decidedly weaker, albeit temporarily.
Skills
The tarrasque has a +8 racial bonus on Listen and Spot checks.
Second of all, as per this thread (http://www.giantitp.com/forums/showthread.php?t=178681), some design goals were established for how to make the Tarrasque a significant threat at higher levels.
Since its late, but I want to get this started, I'm only going to list plans/ideas I've got, and I'll come back when I can to fix them up into a solid monster entry.
1.Shriek attack, shatters objects, possibly even force-effects, and deals AoE damage. Definitely disperses fog effects within range.
2.Breath Weapon, usable once per ???(hour, day?), clinging, lingering, entangling, and "heavy"(fills a space much like cloudkill does). Deals 12d6 fire, 12d6 electric, 12d6 acid, 12d6 cold, and 12d6 force.(60d6 damage is ~=210, which is survivable with resistances and immunities up).
3.Whenever the Tarrasque moves 240ft in a round, it is considered to be producing a wind effect of 30+ MPH, for the purpose of dispersing cloud spells in any square he occupies or moves through. This is not a 'upgrade', but rather an observation of the speeds, momentum and displacement a tarrasque generates as written.
4.Freedom of Movement now grants either replaces BAB with CL in the grapple check or provides a CL/2 bonus on checks made to resist a grapple. This will probably be houseruled on the spell's side, but is noted here for completeness sake.
5.If the tarrasque's ability scores are lowered in any way, it regenerates them at the rate of 1/round. Negative levels as well.
6.If a tarrasque is ever affected by an effect that is [mind-affecting], the tarrasque may make an opposed level check against the originator of the effect to end the effect immediately. The tarrasque may check again on its turn as a swift action(usable even while dominated or paralyzed), every turn until the effect ends.
Not done, but tired, at the moment, so goodnight(kinda, its 7am here, ugh)
Tarrasque
Size/Type: Colossal Magical Beast
Hit Dice: 48d10+594 (858 hp); Rejuvenation
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/×3)
Full Attack: Bite +57 melee (4d8+17/18-20/×3) 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, breath weapon, shrieking roar
Special Qualities: Call of the Beast, Predator's Reach, Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: 17 feats from RHD
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
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.
The Tarrasque favors melee, especially against small forces. Against large groups and/or threatening opponents, he'll open up with his breath weapon, wading into the cloud to slaughter survivors, shrieking whenever convenient. His single-minded ability is often held in reserve against things that'll actually slow the beast down, such as a slow, hold monster, grease or web. Spells like fireball are generally ignored, unless the Tarrasque is so wounded as to be knocked out by the spell.
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.
Frightful Presence (Su)
The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 46 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Constitution-based. Recheck every minute or each time the creature enters the aura, whichever is more frequent.
Note: Unlike other Auras, Creatures pass a save against this aura receive no special bonus against future saves.
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.
The spell Freedom of Movement works differently against the Tarrasque. Instead of its normal effect, a creature with FoM receives a bonus on grapple checks equal to half the caster level of the effect or it may replace its BAB with the caster level of the effect, whichever is better, but only to resist a grapple. (When FoM is houseruled this effect should be reviewed)
Predator's Reach
The Tarrasque's attacks are treated as force effects for the purpose of attacking incorporeal or ethereal targets, but not force immunity(thus, if an incorporeal is immune to force, it still takes damage from a Tarrasque's attacks). For the Tarrasque, senses crossing the ethereal boundary work both ways(i.e., the Tarrasque on the material plane hears, sees, and such just as well in the ethereal as he would onto the material from the ethereal).
Rush (Ex)
Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
This increases to 240 feet and is usable at-will if the Tarrasque is tracking one of his designated prey.
Whenever the Tarrasque is capable of moving 240+ feet per round, its movement is considered a wind effect of 30+ MPH for dispersing fogs he moves through.
Designated Prey (Ex)
The Tarrasque is designed as a predator. When created, its creator decides a number of prey equal to one quarter the Tarrasque's HD(12). The Tarrasque treats the designated prey as if they were favored enemies as per the Ranger class feature with a bonus equal to half his HD(+24, currently). In addition, he applies this bonus to his attack rolls, Hide, and Move Silently. He is treated as knowing the track feat when following Designated Prey.
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 2d8+8 points of crushing damage plus 2d8+6 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 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 ranged spells, spell-likes, supernatural effects or similar back at their source. There is a 30% chance of reflecting any such effect back.
Note: The Tarrasque is designed with full-transparency in mind. If your campaign works differently, adjust the Tarrasque to be equally defended against psionics.
Breath Weapon (Su)
Every 2d6+2 rounds, the tarrasque can let loose a devastating breath weapon as a standard action. It deals 1d6/4HD of fire, cold, lightning, acid, and force(12d6 each, or 60d6 total) in a cone that is 5' per HD. DC 46 Ref save for half. The save is constitution based. The weapon is automatically modified as if by the clinging metabreath feat for 1 round per 10 HD, and by the lingering metabreath feat for 1 round per 5 HD without increasing the recharge duration.
At its option, the tarrasque may use this weapon as a full-round action that provokes an attack of opportunity. If so, he continues spewing forth damaging energy for as long he maintains concentration. The turbulent energy creates a 1' deep lake along the ground that grows in a spread at 1 miles per round. For each round the tarrasque spends spewing this energy, add +100 to the number of rounds required to recharge this weapon. This can be maintained for a number of rounds equal to 10 times the tarrasque's HD. This option is devastating to the landscape, reducing almost everything touching the ground into ash.
Shrieking Roar (Ex)
Every 2d4 rounds, the tarrasque can loose a sonic attack as a move action or as a free action as part of movement. It deals 1d6 sonic damage per 3 HD(16d6) to all creatures and objects in a spread that is 10' per HD. DC 46 Fort save for half. Any creature who takes damage must make an additional Fort save or be deafened. This also produces a wind effect that disperses all fog-effects within the area as a wind of 700 MPH. The save is constitution based.
Force effects that do not have listed hit points are treated as objects with HP equal to their caster level for the purpose of this ability.
Single Minded (Ex)
Whenever the Tarrasque fails a save, he may, after learning the results of a failed save, as an immediate action, make a check against the original DC with a bonus equal to his HD + Con bonus. If successful, treat it as if the tarrasque had passed the save. This check does not have critical success/failure.
Whenever the Tarrasque is affected by a [Mind-Affecting] effect, at the beginning of each of his turns, he may activate this ability as a free action to negate that [Mind-Affecting] effect.
Should his mind be removed or destroyed(physically, or through magic such as mind switch), it regrows in 2d4 rounds. While regrowing, he may not activate single minded, and any master who attempts to control the beast can not benefit from it. It is a product of the Tarrasque's unfettered mind, and is always lost in such cases.
Call of the Beast (Su)
While supernatural, this ability is not lost when the Tarrasque is in an Antimagic Field. However, it can only target someone who can be affected by a supernatural ability, so any target within an Antimagic field is effectively immune.
This ability has a range of 0.1 mile per HD per year of imprisonment, so if the Tarrasque is imprisoned for 30 years, this ability has a range of 144 miles.
Each day, the beast targets one individual in range who has an attitude of at least indifferent towards releasing the beast. Roll a diplomacy check of 1d20+HD to make that person fanatical. If successful, the target immediately receives 36,000xp, and automatically takes "Prestige Class X" if and when available. The target's default attitude towards the Tarrasque remains helpful after the duration for fanatical expires, and is immune to the Tarrasque's breath weapon and shrieking roar. The Tarrasque may revoke this immunity if it deems a servant to have violated their pact.
Calling an individual does not stack with itself.
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.
If the Tarrasque's ability scores are reduced by any permanent means, or additionally, any temporary means with a measured duration(measured in rounds, minutes, etc), the Tarrasque recovers 1 point per round. (not effective against things like a net or lasso)
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 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.
Rejuvenation (Su)
If the Tarrasque is slain by any means other than Wish, Miracle, or similar, it restores itself to life at a random spot within its dominion(typically the entire plane). If slain by Wish, Miracle or similar, it instead returns to the Tarrasque's patron deity.
Designer Note:
While it is assumed that the Tarrasque simply can *not* be killed short of a wish-like effect, I included this for completeness sake. Also, it is assumed that the Patron deity has power such as to bring the beast back to life. For DMs who wish there to be a 'cost' to such, I suggest that the deity takes 1 point of damage to his/her divine rank(which would heal in 1 day's time relative to the Prime Material Plane). Thus, reviving the Tarrasque is dangerous since it leaves the deity decidedly weaker, albeit temporarily.
Skills
The tarrasque has a +8 racial bonus on Listen and Spot checks.