demonickin0
2013-04-14, 09:16 PM
So I was preparing the final part of my campaign when I realized that the Tarrasque from D&D 3.5 Monster Manual 1 is too easy. Being the case that my party enjoys stacking their offensive powers what would they do if I made the Tarrasque into something just as dangerous. I want a fight that will last more then 2 rounds. SOOOOO I came up with the Night-Hollow Tarrasque. I took the original stats of the Tarrasque and slapped a few templates onto it.
The origin is the one Tarrasque in the plane of amani was defeated by a great an powerful guardian known as Drex Fincross. Drex sealed it away and now that Drex is dead, the Tarrasque is being broken out of it's seal by a powerful Anti-Guardian known as Crofax the Wicked.
Night-Hollow Tarrasque
Colossal Magical Beast
Hit Dice: 48d12+594 (919)
Initiative: +11
Speed: 20 ft. (4 Squares)/ 40 ft. Flying (4 Squares)
Armor Class: 47 (-8 size, +3 Dex, +12 Shield +30 Natural), Touch 5, Flat-footed 44
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/x3)
Full Attack: Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30ft/20ft
Special Attacks: Augmented Critical, frightful presence, improved grab, rush, swallow whole, Energy Drain, Improved Initiative, Breath Weapon
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, cold, electricity, sonic, poison, disease, energy drain, ability drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 22, Con 35, Int 3, Wis 18, Cha 18
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Neutral Evil
Advancement: 49+ HD (Colossal)
Level Adjustment: --
Combat:
Augmented Critical (Ex): The Night-Hollow 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 Night-Hollow 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 Night-Hollow Tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the Night-Hollow 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 Night-Hollow Tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex): The Night-Hollow 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 Night-Hollow Tarrasque’s digestive juices. A swallows creature can cut its way out by dealing 50 points of damage to the Night-Hollow Tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole, another swallows opponent must cut its own way out.
The Night-Hollow Tarrasque’s gullet can hold 2 huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The Night-Hollow Tarrasque’s armor like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile. There is a 30% chance of reflecting any such effects 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 Night-Hollow Tarrasque. The Night-Hollow Tarrasque regeneration even if it fails a saving throw against a disintegrate spell, or a death effect. If the Night-Hollow 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 hitpoints+10. The Night-Hollow 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 Night-Hollow Tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.
If the Night-Hollow Tarrasque loses a limb or body part, the lost portion regrows it 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Energy Drain (Su): Living creatures hit by the Night-Hollow Tarrasque’s natural weapons gain one negative level. For each negative level bestowed, the Night-Hollow Tarrasque gains 5 temporary hit points. A hollow can use its energy drain ability once per round.
Hollow Body (Ex): A hollow has a 20% to take no damage from sneak attacks. However, unless the hollow has wings or some mode of movement that allows flight, it must stay on solid ground but may move through 5ft of solid objects as willed.
Breath Weapon (Su): A Night-Hollow Tarrasque has one type of breath weapon, a burst of superheated plasma which is treated as a ranged touch attack, available once every 1d3 rounds as a swift action. A Night-Hollow Tarrasque's breath weapon has a range of 500 feet, deals 10d8 damage (half of which is fire, the other half of which is untyped), and deals half damage again on the next round.
Skills: The Night-Hollow Tarrasque has a +8 racial bonus on Listen and Spot checks.
The origin is the one Tarrasque in the plane of amani was defeated by a great an powerful guardian known as Drex Fincross. Drex sealed it away and now that Drex is dead, the Tarrasque is being broken out of it's seal by a powerful Anti-Guardian known as Crofax the Wicked.
Night-Hollow Tarrasque
Colossal Magical Beast
Hit Dice: 48d12+594 (919)
Initiative: +11
Speed: 20 ft. (4 Squares)/ 40 ft. Flying (4 Squares)
Armor Class: 47 (-8 size, +3 Dex, +12 Shield +30 Natural), Touch 5, Flat-footed 44
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/x3)
Full Attack: Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30ft/20ft
Special Attacks: Augmented Critical, frightful presence, improved grab, rush, swallow whole, Energy Drain, Improved Initiative, Breath Weapon
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, cold, electricity, sonic, poison, disease, energy drain, ability drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 22, Con 35, Int 3, Wis 18, Cha 18
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Neutral Evil
Advancement: 49+ HD (Colossal)
Level Adjustment: --
Combat:
Augmented Critical (Ex): The Night-Hollow 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 Night-Hollow 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 Night-Hollow Tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the Night-Hollow 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 Night-Hollow Tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex): The Night-Hollow 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 Night-Hollow Tarrasque’s digestive juices. A swallows creature can cut its way out by dealing 50 points of damage to the Night-Hollow Tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole, another swallows opponent must cut its own way out.
The Night-Hollow Tarrasque’s gullet can hold 2 huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The Night-Hollow Tarrasque’s armor like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile. There is a 30% chance of reflecting any such effects 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 Night-Hollow Tarrasque. The Night-Hollow Tarrasque regeneration even if it fails a saving throw against a disintegrate spell, or a death effect. If the Night-Hollow 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 hitpoints+10. The Night-Hollow 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 Night-Hollow Tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.
If the Night-Hollow Tarrasque loses a limb or body part, the lost portion regrows it 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Energy Drain (Su): Living creatures hit by the Night-Hollow Tarrasque’s natural weapons gain one negative level. For each negative level bestowed, the Night-Hollow Tarrasque gains 5 temporary hit points. A hollow can use its energy drain ability once per round.
Hollow Body (Ex): A hollow has a 20% to take no damage from sneak attacks. However, unless the hollow has wings or some mode of movement that allows flight, it must stay on solid ground but may move through 5ft of solid objects as willed.
Breath Weapon (Su): A Night-Hollow Tarrasque has one type of breath weapon, a burst of superheated plasma which is treated as a ranged touch attack, available once every 1d3 rounds as a swift action. A Night-Hollow Tarrasque's breath weapon has a range of 500 feet, deals 10d8 damage (half of which is fire, the other half of which is untyped), and deals half damage again on the next round.
Skills: The Night-Hollow Tarrasque has a +8 racial bonus on Listen and Spot checks.