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View Full Version : My take on the Tarrasque [PEACH]



qwertyu63
2013-09-25, 07:33 AM
I started by backporting the pathfinder Tarrasque.
I re-spent its feats, to fit 3.5.
I applied the Half-White Dragon template, to gain flight.
I invented Total Rend, to allow it to hit targets that it couldn't.
I invented Earth Shaker, as a cinematic ability, to allow large scale destruction.
I invented Achilles' Heel, to give some way to win the battle.
I edited Achilles' Heel, to make things closer to what I wanted.
I invented Planar Tie, to stop planar bouncing from being too strong without making it completely useless.
I made the name more awesome, just because.
I added another ring to Earth Shaker, to send people flying.
I weakened Carapace, to give blasters more of a chance.
I added Enrage, to give the beast a chance to come back from a losing fight.
I cut Carapace entirely, because I just don't like it.
I added Blood Birth, to give the beast a jump in the action economy.
Replaced Blood Birth with The Earth Shall Rise, to better tie things together.
Boosted Planar Tie, to just make planar bouncing useless.

If there are any glaring gaps in its abilities, please let me know so I can patch them.
BASICS:
Apocalypse Tarrasque (CR 30);
True Neutral Colossal Dragon [Augmented (magical beast)];
Low-light vision, darkvision (60 ft), scent; Spot +43;
Aura: frightful presence (300 ft., DC 27);

DEFENSE
AC 44, touch 5, flat-footed 41 (+3 Dex, +39 natural, –8 size);
hp 597 (30d12+372); regeneration 40;
Fort +29, Ref +20, Will +12;
DR: 15/epic; Immune: ability damage, ability drain, acid, bleed, cold, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph, sleep; SR 36;

OFFENSE
Speed: 40 ft., 80 ft. fly (average maneuverability);
Melee: bite +37 (4d8+15/15–20/×3 plus grab), 2 claws +32 (1d12+15), 2 gores +32 (1d10+15), tail slap +32 (3d8+7);
Ranged: 6 spines +25 (2d10+15/×3);
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap);
Special Attacks: rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52), breath weapon (30-foot cone of cold or fire, 6d8 damage), total rend;

STATISTICS
Str 49, Dex 16, Con 36, Int 5, Wis 15, Cha 16;
Base Atk +30, grapple +65;
Feats: Awesome Blow, Cleave, Combat Reflexes, Dire Charge, Epic Toughness, Great Cleave, Improved Bull Rush, Legendary Leaper, Power Attack, Spellcasting Harrier, Improved Initiative;
Skills: Jump +52, Spot +43, Listen +43;
Racial Modifiers: +8 Spot, +8 Listen;
Languages: Draconic (cannot speak);
SQ: achilles' heel, carapace, earth shaker, hibernation, planar tie, enrage, the earth shall rise;

The end of the world incarnate; the Apocalypse Tarrasque is a being of pure destruction. While awake, the Apocalypse Tarrasque seeks to destroy anything and everything it can. However, the beast is prone to long periods of hibernation. It is believed the only way to kill it is to destroy the world itself.

SPECIAL ABILITIES
Achilles' Heel (Ex)
While there is no way to kill the tarrasque, there is a way to return it to its hibernation. First you must knock it unconscious. Then, while it is still unconscious, you must deal any amount of piercing damage with an adamantine weapon (it doesn't matter if the tarrasque's DR negates the damage). The person making this attack must be within 30 feet of the tarrasque. Accomplishing this task removes all damage the tarrasque has taken, sunders the weapon that was used, and instantly causes the effect of the tarrasque's earth shaker ability as if it landed where you stabbed it. Accomplish this task 3 times within 1 hour to return the tarrasque to its hibernation for 10d100 years.

Earth Shaker (Ex)
Whenever the tarrasque lands from a fall or jump, the earth shakes. All creatures within 160 feet of the landing site must make a Reflex save (DC 20) or fall prone. All creatures and buildings within 80 feet of the landing site take 3d8 damage (Reflex DC 20 for half, this damage ignores hardness and deals full damage to objects). All creatures within 40 feet of the landing site are must make a Fortitude save (DC 20) or be stunned for the round. All creatures within 20 feet of the landing site are must make a Fortitude save (DC 25) or be knocked back 10 feet directly from the tarrasque. These effects stack. All distances are measured from the edge of the tarrasque's space. This ability only affects creatures and buildings that are in contact with the ground, and the tarrasque is immune to all of these effects.

Enrage (Ex)
The tarrasque grows more powerful when it is on the brink of defeat. If the task described in Achilles' Heel has been accomplished twice within the last hour, the tarrasque gains several powerful bonuses as listed here:
-The tarrasque's DR increases to 25/epic and the tarrasque gains DR 10/-.
-All of the tarrasque's attacks deal 1d20 extra points of damage.
-The tarrasque gains an extra standard or move action (tarrasque's choice) each round.

Hibernation (Ex)
The tarrasque can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy, though it breathes normally and eat ravenously and almost constantly once it has been awakened. If the tarrasque is forced into an environment where it cannot breathe and would suffocate, it goes into hibernation until conditions are right for it to reawaken.

While in hibernation, the tarrasque's damage reduction improves to 50/epic and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects.

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 (607). The tarrasque is immune to effects that produce incurable or bleeding wounds.

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.

Planar Tie (Ex)
The tarrasque is greatly tied to its home plane. No effect can cause the tarrasque to leave its home plane, even briefly. As a side effect, it can not teleport in any way.

Rush (Ex)
Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This affects its base land speed but not any other movement modes it may have.

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.

Total Rend (Su)
Being incorporeal or hiding on another plane won't save you from the tarrasque's wrath. The tarrasque can see and attack incorporeal or ethereal creatures as if they weren't incorporeal or ethereal.

The Earth Shall Rise (Sp)
The tarrasque use Summon Monster IX at will as a spell-like ability, usable as a swift action. However, it can only summon Elder Earth Elementals.

Max Caysey
2013-09-26, 06:19 AM
Thants one baad mother "#¤%&/ :smallbiggrin:

qwertyu63
2013-09-26, 06:42 AM
Thants one baad mother "#¤%&/ :smallbiggrin:

Good assessment.

Also, rough idea of my achilles heel. To return it to its sleep, you need to knock it unconscious, and then stab it with a Adamantine weapon (it must be one that does stabbing damage). Doing this returns 300 HP to the beast, sunders the weapon and instantly triggers the effect of Earth Shaker. Do this 3 times within 1 hour to return it to its slumber for 10d100 years.

Amechra
2013-09-26, 10:25 AM
Wait, so the Tarrasque is a Zelda boss?

qwertyu63
2013-09-26, 10:28 AM
Wait, so the Tarrasque is a Zelda boss?

It is now.

Amechra
2013-09-26, 11:11 AM
Nice.

Also, what is "stabbing damage"? I think you mean Piercing damage.

qwertyu63
2013-09-26, 12:10 PM
Nice.

Also, what is "stabbing damage"? I think you mean Piercing damage.

...thank you... I forgot to check before writing that.

TheFamilarRaven
2013-09-26, 12:18 PM
Also, rough idea of my achilles heel. To return it to its sleep, you need to knock it unconscious, and then stab it with a Adamantine weapon (it must be one that does stabbing damage). Doing this returns 300 HP to the beast, sunders the weapon and instantly triggers the effect of Earth Shaker. Do this 3 times within 1 hour to return it to its slumber for 10d100 years.

Always good to have a special mechanic to beat unique enemies. Makes the game more exciting. If you're going with this idea however, you might want to specify that the adamantium weapon (or maybe it could be a more exotic, made up material), bypasses the epic damage reduction to hurt the tarrasque, unless you want all those epic weapons the PC's have breaking. Also, you might want to say "to return it to it's hibernation state, it must be dropped unconscious through normal comabt. When unconscious a creature MUST perform a coup de grace with an adamantium weapon. By doing so, The tarrasque heals 300 hp, and activates Earth Shaker as an immediate action. This must be done three times before the Tarrasque if finally put to rest for 10d100 years"

qwertyu63
2013-09-26, 12:38 PM
Always good to have a special mechanic to beat unique enemies. Makes the game more exciting. If you're going with this idea however, you might want to specify that the adamantium weapon (or maybe it could be a more exotic, made up material), bypasses the epic damage reduction to hurt the tarrasque, unless you want all those epic weapons the PC's have breaking. Also, you might want to say "to return it to it's hibernation state, it must be dropped unconscious through normal comabt. When unconscious a creature MUST perform a coup de grace with an adamantium weapon. By doing so, The tarrasque heals 300 hp, and activates Earth Shaker as an immediate action. This must be done three times before the Tarrasque if finally put to rest for 10d100 years"

In this case, I have already written the ability. The attack with the adamantium weapon counts even if it doesn't get through the DR.

TheFamilarRaven
2013-09-26, 12:43 PM
In this case, I have already written the ability. The attack with the adamantium weapon counts even if it doesn't get through the DR.

My bad then, good to see you're on top of things.

so if you got that done already, all i have left to say is I like the monster

qwertyu63
2013-10-02, 10:57 AM
Update time:

I added in Planar Tie, made it so the adamantine attack had to come from within 30 feet, and gave it a better name.

I plan to write an ecology section soon, but that is a work in progress.

Arcanist
2013-10-02, 12:10 PM
Eager to see more of this creature. No complaints at the moment, but it is looking good. I'll add a more in depth critique when I'm at a more proper computer.

qwertyu63
2013-12-17, 03:29 PM
Arise: As the change log says:
I added another ring to Earth Shaker, to send people flying.
I weakened Carapace, to give blasters more of a chance.
I added Enrage, to give the beast a chance to come back from a losing fight.