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Saturday, January 23, 2010

Creature Concepts from the Past


Miniature or Immature Tarrasque: CR 20
Tiny Magical Beast
HD 48d10+144 (Magical Beast)
hp 426
Init +11
Spd 20
AC:35 (Flatfooted:28 Touch:19)
Atk +47 base melee, +57 base ranged
+47/+42/+42/+42 (4-3, Bite; 1-3, 2 Horn; 1d2-3, 2 Claw; 3-3, Tail Slap)
SA: Frightful Presence (Su) , Rush (Ex) , Improved Grab (Ex) , Swallow Whole (Ex) , Augmented Critical (Ex) , Frightful Presence DC: 36 , Frightful Presence Radius: 60 ft.
SQ: Carapace (Ex), Immunity: Fire (Ex), Immunity: Poison (Ex), Immunity: Disease (Ex), Damage Reduction (Su): 15/Epic, Immunity: Energy Drain (Ex), Immunity: Ability Damage (Ex), Regeneration (Ex): 40, Scent (Ex), Spell Resistance (Ex): 32, Darkvision (Ex): 60 ft., Low-light Vision (Ex)
AL N
SV Fort +15, Ref +19, Will +10
STR 5, DEX 24, CON 17, INT 3, WIS 14, CHA 14.
Skills: Hide +15, Listen +17, Search +9, Spot +17, Survival +14.
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness x6.

Description: The legendary tarrasque-fortunately, only one exists-is possibly the most dreaded monster of all (except for the largest dragons), but as immature young they are often just as imposing but much more 'playful' and much more of a nuisance than anything else.
Young Tarrasques in the wild usually do not keep territories and prefer to leave a path of miniature destruction in their wake. Sleeping anywhere they see fit, digging up vermin for fun or pleasure, terrorizing towns who are ill prepared to deal with such a 'threat'. Epic wizards have been known to use the miniature Tarrasques to control vermin and pests on their properties and gardens with appropriate Walls of Force in place to contain them.
      

The tarrasque is a perfect engine of destruction. It rampages across the land eating everything its size or smaller in its path, including plants, animals, humanoids, and even towns. Nothing is safe, and entire communities prefer to flee the ravening tarrasque rather than face its Lilliputian power.

       Many legends surround the miniature tarrasque's origins and purpose. Some hold it to be an abomination unleashed by ancient, forgotten gods to punish all of nature, while others tell of a conspiracy between evil wizards or merciless elemental powers, because all lore points to the fact that Tarrasques in general do not mate being only one in existence. These tales are mere speculation, however, and the creature's true nature will probably remain a mystery unless you are unlucky enough to find one.. The tarrasque isn't in the habit of explaining itself, and it rarely leaves any small living witnesses in its wake.

       The tarrasque is a scaly biped about 2 feet long and 1 foot tall, with two horns on its head, a lashing tail, and a reflective carapace. It weighs about 10-15  pounds.



Combat: The tarrasque attacks with its claws, teeth, horns, and tail.



Special Attacks:
  • Frightful Presence (Su): The tarrasque can inspire terror by charging or   attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.
  • Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 80 feet.
  • Improved Grab (Ex): To use this ability, the tarrasque must hit a Diminutive or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
  • Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Diminutive 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 20). 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 Diminutive, four Fine or smaller creatures.
  • Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Special Qualities:  
  • 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.
  • Immunities (Ex): The tarrasque has fire, poison, and disease immunity.
  • Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. The tarrasque can be permanently slain only by reducing it to -30 hit points and using a wish or miracle spell to keep it dead.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.

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