1. - Top - End - #1307

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!



    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +0 | +2|+0 |+2 |Ancient body, Assimilation, Improved grab, +1 Str, +1 Con
    2| +1| +3|+0 |+2 | Monstrosity, Rush +1 Str, +1 Con
    3| +2| +3|+1| +3| Claws, Pounce, +1 Str, +1 Con
    4| +3| +4| +1|+4 | Growth, Stomp, +1 Str, +1 Con
    5| +3| +4| +1| +4| Horns, Beginning of the end, Terror from below +1 Str, +1 Con
    6| +4| +5|+2 |+5 |Doom, Primal Roar, +1 Str, +1 Con
    7| +5| +5| +2| +5| Reality bend, +1 Str, +1 Con
    8| +6| +6| +2| +6| Growth, Devouring bite, +1 Str, +1 Con
    9| +6| +6|+ 3|+6| Reality Tear, +1 Str, +1 Con
    10| +7| +7|+3 |+7 |Destroyer, Immortal vigor, +1 Str, +1 Con
    11| +8| +7| +3|+7 |Carapace, Prevail +1 Str, +1 Con
    12| +9| +8| +3|+8 | Growth, Tail Slap +1 Str, +1 Con
    13| +9| +8| +4| +8| Unstoppable force, Augmented Critical, +1 Str, +1 Con
    14| +10| +9| +4| +9| Ancient Heart, +1 Str, +1 Con
    15| +11| +9| +4| +9| Trample, +1 Str, +1 Con
    16| +12| +10| +5| +10|Growth, Earthquake +1 str, +1 con
    17| +12| +10| +5|+10| Counter, +1 Str, +1 Con
    18| +13| +11|+5 |+11 |Sky Breaker, +1 str, +1 con
    19 | +14| +11| +5| +11| Eruption, +1 Str, +1 Con
    20| +15| +12| +5| +12| Apocalypse, +1 Str, +1 Con

    2 Skill points+int per level, quadruple at 1st level.
    Class skills: Concentration, Climb, Jump, Spot, Listen, Appraise, Bluff, Intimidate, Knowledge(any).

    Proficiencies: the tarrasque isn't proficient with any armor or weapons, besides his own natural weapons.


    Ancient body: The tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

    It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.
    Unless otherwise noticed all of the Tarrasque abilities are Ex abilities, even those that replicate spells.

    The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

    As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

    Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Str check against the tarrasque.

    The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.

    Improved grab:As the srd ability.

    Ability score increase: the tarrasque gains +1 Str and +1 Con at every level, for a total of +20 Str and +20 Con at 20th level.

    Monstrosity:The tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.

    If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration.

    Rush:Once per minute the Tarrasque can quadruple his base for one round as a free action.

    Claws: The tarrasque gains two claw attacks dealing 1d4+Str damage each as secondary attacks.

    Pounce:When the tarrasque charges it may perform a full attack at the end of a charge.

    Growth: The tarrasque grows one size category.

    Stomp: As a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's face and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to it's effect. Save DC 10+1/2 HD+Str modifier.

    At 8 HD the Tarrasque may use this ability as a move action.
    At 12 HD the Tarrasque may use this ability as a swift action.
    At 16 HD the Tarrasque may use this ability as a free action even if it isn't it's turn but only once per round.
    At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once.

    Horns The tarrasque gains two horn attacks dealing 1d6 damage each as secondary attacks.

    Beginning of the end:
    The tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=11+HD+Con modifier and DR/- equal to half his HD.

    Terror from below: The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In adition the tarrasque no longer needs to breath and it can eat anything as sustenance, as well as gaining tremorsense with a range of 10 foot per HD.

    Doom: As the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every oponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked. At 12 HD even oponents immune to fear can be affected by this ability as nothing is truly safe from the tarrasque, but they gain a +5 bonus on the save.

    Primal Roar:The tarrasque can roar with such strengh it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.

    Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.

    The primal roar keeps echoing and every creature affected suffers the same effects for 1 round per Tarrasque HD after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but whitout dealing it damage.

    At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn) and it adds twice his Con modifier to the DCs instead of once.

    Reality bend:The tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.

    In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it.

    Devouring bite:The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices(both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

    In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.

    Reality tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.

    Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.

    Immortal vigor:The tarrasque endures through the worst the world has to throw at him. It gains a permanent Death Ward effect.

    Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

    In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.

    Prevail:The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.

    For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.

    Tail Slap:The tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.

    Unstoppable Force: The tarrasque cannot be stopped. It gains a permanent freedom of movement effect.

    Augmented critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.

    Ancient Heart: The tarrasque's regeneration can't be bypassed by anything, and any effect that would kill it outright instead simply deals it nonlethal damage equal to it's total HP +10, and it no longer automatically fails saves on a natural 1.

    To kill the tarrasque one needs to leave it unconscious by dealing enough non-lethal damage and then cast limited wish to finish it off.

    At 18 HD it takes a wish or miracle instead of limited wish to finish the tarrasque.

    Trample: As a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.

    This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage, save DC 10+1/2 HD+Str modifier.

    You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

    Earthquake: The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.

    Counter:Whenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved

    Sky Break: The skies themselves cry when the tarrasque approaches. This works as a storm of vengeance SLA useable a number of times per day equal to the tarrasque's Con modifier, except the tarrasque can start it as a standard action, doesn't need to keep concentration to maintain it, it can last up to one hour per HD and the tarrasque is completely immune to all the ill effects of the storm, including being able to perfectly see through it. The tarrasque can have multiple storms in existance at the same time but if their areas of effect overlap the effects don't stack. Save DCs are 10+1/2 HD+Con modifier.

    Eruption:Even the land itself screams at the tarrasque's coming. A number of times per day equal to it's Con modifier, as a full-round action the tarrasque can roar while slamming the ground, making the earth start to tremble. 1D4+1 rounds later a torrent of lava erupts on a place within view of the tarrasque of its choice. It is a cylinder with a radius up to 5 feet per tarrasque HD reaching up to 100 feet high per tarrasque HD. Creatures inside the cylinder get a reflex save DC 10+1/2 HD+Con modifier to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. This lava is especially hot and burns even creatures with resistance to fire, altough the resistance still applies to the total damage dealt, except the tarrasque itself. The eruption lasts 1 round per tarrasque HD.

    Apocalypse:The true purpose of the Tarrasque comes into being. To slay all the gods and their creations. The Tarrasque becomes fully immune to all salient divine abilities and epic magic, and can freely use his reality bend ability to enter any private realms (assuming it has heard about them). The tarrasque also becomes immune to artifacts and can destroy any such trinket by swallowing them.

    Creatures slain by the tarrasque's natural weapons or offensive abilities are utterly destroyed and can't be brought back to life/existence by any means known, even divine intervention (especially divine intervetion).

    Lesser Tarrasque
    (for those who think the above is too strong)

    I've received a lot of complains that altough my Tarrasque would make a great oponent for a party, it's too powerfull for your average DM to handle when on the side of the players.

    For those people, I present you the Lesser Tarrasque.

    -Chance SR to 11+HD instead of 10+HD+Con modifier.
    -Loses pounce.
    -Loses Immortal Vigor.
    -Loses Unstopable Force
    -Loses Ancient Heart.
    -Put Doom on level 14 to fill the empty level left behind.

    There. Now it needs to stay still to full attack, and has only average SR and carapace to protect him from spells, plus you can kill it with simple stabbing.


    And here's it ladies and gentlemens, Mr. Big T!

    The Tarrasque gains a massive +20 to Str and Con, full Bab and more custom abilities that you can shake a stick at.

    It's skills kinda suck but gets scent and tremor sense.

    The Tarrasque is a melee monster with several powerfull defensive abilities, including DR, SR, regeneration, and the trinity of death ward, freedom of movement and

    The Tarrasque also gets several powers to slow down enemies at distance and negate ranged attacks. With Primal Roar the Tarrasque can force it's oponents into a ground battle.

    As it aproaches it's final levels it becomes able to unleash several natural catastrophes to properly set the battle mood. Finally an use for storm of vengeance yay!

    The capstone it's the Tarrasque becoming immune to all epic cheese so it explains why the gods would rather run away in fear and only mortal adventurers actualy have a shot at taking it down.

    Thanks for InfiniteNothing for cleaning up this one!
    Last edited by Oslecamo; 2010-09-23 at 07:22 AM.