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Thread: (3.5) Tarrasque too easy? I think so...

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    Ogre in the Playground

    Join Date
    Apr 2017
    Vancouver <-> Dublin

    Default Re: (3.5) Tarrasque too easy? I think so...

    Here's my take. Tried to adhere to the 3.5 version somewhat, while still revamping a few key things (dragon type, breath weapon, antimagic, and immunities); n.b. I balanced it around CR 20 like the original rather than making it a CR 100 god-killing entity. I decided against making it an abomination (Divine Rank 0) or giving it DR/epic, as it should be feasible to defeat it without epic weapons.

    Hit Dice: 48d12+816 (1,128 hp)
    Initiative: +11
    Speed: 100 ft. (20 squares), burrow 100 ft., climb 100 ft., swim 100 ft.
    Armor Class: 33 (+3 Dex, +20 natural), touch 13, flat-footed 30
    Base Attack/Grapple: +48/+81
    Attack: Bite +65 melee (4d8+17)
    Full Attack: Bite +65 melee (4d8+17) and 2 horns +65 melee (1d10+8) and 2 claws +65 melee (1d12+8) and tail slap +65 melee (3d8+8)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Breath weapon, improved grab, pounce, swallow whole, terrifying presence
    Special Qualities: Carapace, darkvision 60 feet, hardness 20, immortality, immunity to sleep and paralysis, low-light vision, scent, spell resistance 58
    Saves: Fort +38, Ref +29, Will +28
    Abilities: Str 45, Dex 16, Con 35, Int 10, Wis 14, Cha 14
    Skills: Climb +23, Intimidate +53, Jump +96, Listen +53, Spot +53, Swim +23
    Feats: Improved Initiative, Improved Multiattack, Multiattack, Preternatural Grace x4
    Epic Feats: Epic Toughness x6, Multiattack Rend, Superior Initiative
    Environment: Any
    Organization: Unique
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: -

    A creature of unspeakable might, sent by the gods themselves solely to destroy...

    The Tarrasque is near-divine in its power and inscrutability. It emerges from its eons of hibernation only to lay waste to civilisations that have displeased the deities.

    Although it is intelligent and comprehends an unknown number of languages, the Tarrasque never speaks.

    Combat Abilities
    The Tarrasque is swift and brutal in combat, charging to devour foes quickly.

    The Tarrasque's natural weapons, as well as any weapons it wields, are treated as adamantine for the purpose of overcoming damage reduction and hardness.

    Breath Weapon (Su)
    Pulse of destructive power affecting everything within one mile, once every 1d4 rounds, damage 12d6 force, Reflex DC 51 half; creatures and objects reduced below 0 hit points by the force are completely disintegrated. The pulse also dispels magic and suppresses magic items as if by greater dispel magic (caster level 48th). The save DC is Constitution-based.

    Carapace (Ex)
    The Tarrasque's hide is imbued with protective magic, and generates a field that counters other magic. The Tarrasque benefits from constant inherent death ward, freedom of movement, mind blank, and true seeing effects (caster level 48th). Additionally, a counterspell attempt is made against any spellcasting within one mile of the Tarrasque as if by greater dispel magic (caster level 48th).

    Hardness (Ex)
    The Tarrasque's hide is as hard as adamantine. Subtract 20 from any damage it takes (whether physical, magical, or energy-based attacks), except for the damage from adamantine weapons. Halve the damage from ranged weapons before applying this hardness.

    Immortality (Ex)
    The Tarrasque heals naturally every round rather than every day. It may heal ability drain in this way as though it were ability damage, and regenerates lost limbs and organs every 1d4 rounds. If reduced below 0 hit points the Tarrasque continues to heal in this way, and may only be permanently slain by reducing it to -10 hit points and casting wish or miracle.

    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.

    Pounce (Ex)
    If the Tarrasque charges a foe, it can make a full attack.

    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.

    Terrifying Presence (Ex)
    The Tarrasque is a truly awe-inspiring creature. Once each round it may make an Intimidate check as a free action against all creatures that can see, hear, or otherwise perceive it. Enemies that fail this check are shaken for 1d4+1 rounds (stacking up to panicked as normal for multiple failed checks). Remember that as a Colossal creature, the Tarrasque has a +16 bonus on Intimidate checks against Medium creatures. This is an exceptional fear effect.

    The Tarrasque has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    New Feats
    Multiattack Rend [Epic]
    You can tear your foes limb from limb.

    Dex 15, base attack bonus +9, three or more natural attacks, Improved Multiattack, Multiattack.

    If you hit an opponent with two or more natural weapons in the same round, you may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier. You can only rend once per round, regardless of how many successful attacks you make.

    Preternatural Grace
    You move with an agility that belies your size.

    Large size or larger, Dex 12.

    For the purposes of Armour Class and attack rolls, you are treated as being one size category smaller than your actual size (to a minimum of Medium).

    Any penalty to your Dexterity score from advancing your size (e.g. from enlarge person or from advancing your racial Hit Dice) is reduced by 2.

    You may select Preternatural Grace more than once. Its effects stack.
    Last edited by rferries; 2021-04-29 at 11:58 PM.