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Originally from this topic, I had compiled a batch of templates that granted a vast amount of power to the Tarrasque. The base creature here has all of the templates from the final iteration of the list applied.
Tarrasque, Truth of Futility Size/Type: Colossal Dragon (augmented, Native, Extraplanar, Earth) Hit Dice: 48d10 + 2496 (2976 hp) Inititive: +21 Speed: 180 ft. Land (36 squares), Burrow 90 ft. (18 squares), Fly 360 ft. (72 Squares) (Good) Armor Class: 94 AC (10-8 (size)+21 (dex mod)+12 (luck)+12 (insight)+47 (natural armor)) 47 Touch, 73 flat footed. Base Attack/Grapple: +48/+119 Attack: Bite +131 (4d8+71, 18-20*3) Full Attack: Bite +131 (4d8+71, 18-20*3) + 2 horns +126 (2d6+45)+ 2 claws +126 (3d6+45) + 2 tentacles +126 (3d6+45) + slam +126 (4d6+45) + tail slap +126 (3d8+45) Space/Reach: 30 ft./20 ft. Special Attacks: Augmented critical, Constant Insight, Breath Weapon, Earth Strike, frightful presence, improved grab, Poison, Rotting Constriction, rush, smite evil, spell like abilities, swallow whole Special Qualities: Alternate Form, Blindsight 60, Carapace, damage reduction 15/epic and 8/Adamantine, darkvision 60, Evasion, fast healing 20, Haste, immunity to acid, fire, poison, disease, energy drain, ability damage, ability drain, sleep, paralysis, stunning, polymorph, and mind affecting, low-light Vision, regeneration 40, Resistance to electricity 70, scent, shadowblend, spell resistance 240, tremorsense Saves: Fort: 79 Reflex: 60 Will: 57 Abilities: STR: 112, DEX: 53, CON: 90, INT: 22 WIS: 47, CHA: 43 Feats: Spellfire Wielder, Sacred Vow, Vow of Poverty, Two Weapon Fighting, WF: Light Mace, Combat Reflexes, Lightning Mace, Shape Soulmeld (Sphinx Claws), Open Least Chakra (Hands), Improved Critical (Bite), Power Attack, Cleave, Combat Reflexes Skills: Magic Items: Tattoo of Aptitude Weapons
Environment: The Darkest corner of the the universe, waiting, watching. Organization: Solitary Challenge Rating: 62 Treasure: Your Lives Alignment: Lawful Good Advancement: N/A
The Tarrasque. The Final creation. Behold thy might, and despair.
Special Attacks:
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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. Constant Insight (Su): The tarrasque makes all attacks with a +15 insight bonus, a +10 insight bonus to saving throws, and +12 insight bonus to AC. The Tarrasque's Augmented Critical receives a +13 insight bonus to critical threat range. Breath Weapon (Su): Once per day, the Tarrasque may breathe a cone of the silver flames of the platnium dragon. Creatures struck by this cone may be dealt or healed 19d8 Holy damage. DC 74 (10+24+40) Earth Strike (Ex): Once per day, the Tarrasque can make an exceptionally vicious attack against any foe that stands on stone or earth. The Tarrasque adds his Constitution bonus + 13 to his attack roll and deals 1 extra point of damage per racial Hit Die. Frightful presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 63 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. 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. Luck (Ex): The Tarrasque gains a +25 luck bonus to attack rolls, and +20 luck bonus to damage rolls. Additionally he gains a +12 luck bonus to AC. Poison (Ex): The tarrasque delivers its poison with each successful bite attack. A target that succeeds at a DC 74 Fortitude save does not take poison damage from that particular attack. The initial and secondary damage is the same: 1d6+13 points of Strength damage. Rotting Constriction (Su): Once the Tarrasque has hold of an opponent, each successful grapple check he makes during subsequent rounds permanently drains 15d4 points of Consitution. At the same time, the tarrasque regains 10 lost hit points. Rush (Ex): Once per minute, the tarrasque can charge at a speed of 1350 feet. Smite Evil (Su): Once per day the tarrasque can make a normal melee attack to deal +33 damage against an evil foe. 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 38). 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.
Special Qualities:
The Tarrasque does not need to eat. He does not sleep or breathe. The Tarrasque does not suffer from Critical Hits.
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Alternate Form (Su): At will, the Tarrasque can take the form of a grotesque, tentacled mass. He looses all Non-tentacle natural attacks, but gains 12 Tentacle rakes. He may make two attacks with each tentacle per round in this form. Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% 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. Evasion (Ex): As the rogue ability Haste (Su): The Tarrasque is supernaturally quick. It can rake an extra partial action each round, as if affected by a haste spell. Shadowblend (Su): In any conditions other than full daylight, the Tarrasque can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Fast healing 20 and Regeneration 40: The Tarrasque regains 60 HP each round, and can not be slain by any normal means. He must be lowered to -30 hp or below, and then a wish or miracle spell must be used for him to remain dead.
Perceptions:
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Blindsight 60, darkvision 60, low-light vision, scent, and tremorsense
Immunities:
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Immunity to acid, fire, poison, disease, energy drain, ability damage, ability drain, sleep, paralysis, stunning, polymorph, and mind affecting: Effects which have these properties have no effect on the Tarrasque
Resistances:
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Damage reduction 15/epic and 8/Adamantine: All damage dealt by Non-epic, non-Adamantine weapons are reduced in effectiveness against the Tarrasque Resistance to electricity 70 and Cold 15 Spell resistance 240
Spell Like abilties:
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All DCs: 50
greater dispel magic, haste, and see invisibility: CL= 15
blur at will, dimension door, shield, unhallow. Cl: 35. CL HD+15 otherwise
At Will: blur, dimension door, entangle, pass without trace, shield, speak with plants, and unhallow 3/day: blink, blur, ethereal jaunt, greater dispel magic, haste, holy aura, protection from evil, and see invisibility 1/day: aid, cure serious wounds, dispel evil, greater invisibility, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease, Resurrection, scintillating pattern, stinking cloud, Summon monster IX (celestials only), Summon monster IX (pseudonaturals only), telekinesis, touch of idiocy, and wall of thorns
Edit: Derp, hit the submit button accedentally, still filling this out
Sugestions for Skills (8+Int skill points) and Feats being accepted
Tattoo of Aptitude? I am assuming that works like an Aptitude Necklace 'o Natural Attacks. Where may I find this?
Also, Willing Deformity: Tall, Deepspawn, and Extend Reach!
We have reach weapons already from Half-Farspawn, they are also Tentacles.
Also, we are going with Exaulted Feats (Vow of Poverty specifically), not Vile feats.
also, good question, its veen sugested in a number of places, and considering how little attention was given to the wording, it makes everything the Tarrasque has as Deadly as his bite and more dangerous then his 7 tentacle alternate form
Why?!?! Oh god, what have you done?!! Stop while you still can! Hide this in a bag of holding and throw it into a portable hole to ensure my DM never finds it.
Why?!?! Oh god, what have you done?!! Stop while you still can! Hide this in a bag of holding and throw it into a portable hole to ensure my DM never finds it.
Madness. I'm showing this to my DM as soon as it's finished!
My full title is as follows: Amidus "AmiDrex", His Drexcellency "Speedasaurus Drex" Drexel.
Feel free to truncate or otherwise shorten this as you see fit. (Haphazardly dropping letters from my username appears to be popular)
Why?!?! Oh god, what have you done?!! Stop while you still can! Hide this in a bag of holding and throw it into a portable hole to ensure my DM never finds it.
Enjoy trying to hit it with the Thermonuclear arrow, he has an AC in the 80s
My full title is as follows: Amidus "AmiDrex", His Drexcellency "Speedasaurus Drex" Drexel.
Feel free to truncate or otherwise shorten this as you see fit. (Haphazardly dropping letters from my username appears to be popular)
What are the templates you applied to the Tarrasque? I know it should be an outsider, not a dragon if you take the order of templates from Savage Species to be accurate, and doesn't Psuedonatural makes the creature evil, while Half Celestial requires it to be not evil.
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Originally Posted by The Glyphstone
Friends don't let friends use 3rd-party sourcebooks. This is why.
Making the Tarrasque Lawful Good seems a bit pointless to me - it's not going to rampage if it's good aligned. The Tarrasque's alignment should be Neutral Hungry.
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Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
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Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
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Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
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Originally Posted by Kalirren
The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
What are the templates you applied to the Tarrasque? I know it should be an outsider, not a dragon if you take the order of templates from Savage Species to be accurate, and doesn't Psuedonatural makes the creature evil, while Half Celestial requires it to be not evil.
two good templates vs 1 evil
edit: Also, Dragon is at the same tier as Celestial.
edit edit: Also, its my third to last post in the topic listed in the foreword
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Originally Posted by Xervous
So you are leaving out immunity to death effects?
Of course those aren't likely to work without any amount of cheese, which is obviously necessary to stop your creation.
If you roll 3 natural 1s in a row, even if you arent using critical fumble rules, you still should die
Of course those aren't likely to work without any amount of cheese, which is obviously necessary to stop your creation.
Do epic levels count as cheese? Because a level 40 party shouldn't have much trouble with this guy, despite having a CR of 60+. His AC and saves are actually amusingly low given his listed CR.
I mean I can get an ECL13 character close to those saves and AC, and at ECL 20 have full casting, maybe even double 9s. That involves much cheese, but doesn't use any arbitrary loops like circle magic.
I second the alignment thing: Tarrasque should not be lawful good, for a couple of reasons.
1) If he's lawful good, he won't rampage.
2) I always think of the Tarrasque as having animalistic intelligence, giving him the neutral alignment automatically. This should trump any templates, IMO.
Is there a reason besides the templates you added that he is lawful good?
I second the alignment thing: Tarrasque should not be lawful good, for a couple of reasons.
1) If he's lawful good, he won't rampage.
2) I always think of the Tarrasque as having animalistic intelligence, giving him the neutral alignment automatically. This should trump any templates, IMO.
Is there a reason besides the templates you added that he is lawful good?
Vow of Poverty to give him True Seeing.
besides that, this Tarrasque has a 22 int
also: Chaotics Rampage, Lawfuls devastate. in Alternate form he has 28 Tentacle attacks
Changing his alignment to neutral would be a beneficial change, however minor, removing his vulnerability to a massive CL Blasphemy or the like.
also @ Heliomance, <3 neutral hungry, so nice to see other people who find it amusing.
i find anything that can consistantly be considered powerful enough to break through Chobham Spell resistance to be to of the question: Why are you playing a character with that kind of power? you have already well exceeded the point of Multiple Great Wyrm time dragons per encounter
yes, Neutral Hungry is a great alignment name.
This is one of the points where "What we view as good" and "What the universe views as good" should be different. The Tarrasque may be the ultimate being of Law and Good, but he could be so to the point that he views everything else on the material plane as evil.
I second the alignment thing: Tarrasque should not be lawful good, for a couple of reasons.
1) If he's lawful good, he won't rampage.
2) I always think of the Tarrasque as having animalistic intelligence, giving him the neutral alignment automatically. This should trump any templates, IMO.
Is there a reason besides the templates you added that he is lawful good?
The alignments (and VoP) are the main reasons, but playing angel's advocate here for a bit: the T-ster actually has Int 3, which is more than animal levels and technically enough to take PC classes.
Of course, an LG Tarrasque won't rampage, but might still have its own agenda, so it's not impossible to fit this into even a more heroic campaign; an evil campaign should be a perfect fit!
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Originally Posted by Water_Bear
That's RAW for you; 100% Rules-Legal, 110% silly.
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Originally Posted by hamishspence
"Common sense" and "RAW" are not exactly on speaking terms
Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
I often hop into threads for just one thing
By level 20 though, you aren't capturing a wizard. A character lives to level 20 by being the most ruthless, lucky, capable, and paranoid bastard around. A wizard is throwing around a 30+ Int score and has, entirely in character, planned contingencies for his contingencies. He may well be running around with flat out total immunity to harm, he does not walk outside without an entire bevy of defensive magics around him and enough magic items to buy himself a nation.