Thursday, 4 June 2015

Tarrasque, Redux

The Tarrasque; Init +20; Atk claw (x2) +21 melee (1d8); bite +21 melee (1d12); tail slap +21 melee (1d20); AC 30; HD 20d12; hp 141; MV 80' or swim 160'; Act 5d20; 1d20; SP see below; SV Fort +20, Ref +20, Will +20; Al C.


  • The Tarrasque can use its claws to pick up and throw boulders. The attack requires one action die and is treated as missile fire with a +21 attack bonus with a range of 300’, doing 1d12 damage.
  • Amphibious. The Tarrasque can breathe water and swim effortlessly.
  • Scavengers. The Tarrasque is always accompanied by a retinue of scavangers (warriors, cultists, allies, and slaves); 5 followers of 4 HD each, armed with swords and chain mail (or equivalent weapons).
  • Teleport (1/hour). The Tarrasque can transport itself plus up to three other creatures instantaneously. Target location must be a place the Tarrasque has seen before; including another plane. Distance covered: up to 1 mile.
  • Regeneration: The Tarrasque regenerates 5 hp/round. Nothing can prevent this regeneration, and, without the intervention of deities or other powerful supernatural beings, even if reduced to 0 hp the Tarrasque cannot be killed.
  • Spell Resistance: Spells directly affecting the Tarrasque have a 1 in 3 chance of simply failing when coming in contact with the creature. 
  • Charm Reptiles (1/hour). All reptiles within 100’ become friendly to the Tarrasque (Will save DC 30 to resist).


Okay, then, here's your Tarrasque. I made a Godlike dragon on the Crawler's Companion, then stripped out wings, spells, and breath weapon, made a few other small changes (added regeneration and spell resistance, took away reversal of gravity) and voila!

Behold, the End of Times!

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