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Tarrasque

Tarrasque

MapTool Token

NameTarrasque
Sorted NameTarrasque
FamilyTarrasque
Size and TypeColossal Magical beast
Hit Dice Count30
Hit Dice30d10+360 (525 hp)
Random Hit Points30d10+360 - 360
Initiative+7
Speed40 ft.
Armor Class40, touch 5, flat-footed 37 (+3 Dex, +35 natural, -8 size)
Base Attack/Grapple+30/+CMB: +53 (+57 grapple)CMD: 66
Attack

bite +37 (4d8+15/15-20/x3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)

Full Attack

6 spines +25 (2d10+15/x3)

Space/Reach30 ft./30 ft. (60 ft. with tail slap)
Special Attacksrush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52)
Special Qualities

carapace, powerful leaper, low-light vision, scent;

SavesFort +31, Ref +22, Will +12
AbilitiesStr 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Skills

Acrobatics +3 (+43 when jumping), Perception +43

Feats

Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stunning Critical

Environmentany
Challenge Rating25
Organization

solitary

Treasurenone
AlignmentN
VersionPRPG-O
SourcesPathfinder RPG (Open)

Tarrasque

This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.



Tarrasque

CR 25

XP 1,638,400
N Colossal magical beast
Init +7; Senses low-light vision, scent; Perception +43
Aura frightful presence (300 ft., DC 27)

DEFENSE

AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, -8 size)
hp 525 (30d10+360)
Fort +31, Ref +22, Will +12
DR 15/epic; Immune ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; SR 36

OFFENSE

Spd 40 ft.
Melee bite +37 (4d8+15/15-20/x3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
Ranged 6 spines +25 (2d10+15/x3)
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)

STATISTICS

Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Base Atk +30; CMB +53 (+57 grapple); CMD 66
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stunning Critical
Skills Acrobatics +3 (+43 when jumping), Perception +43; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper

ECOLOGY

Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES

Carapace (Su) The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.
Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.
Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration-it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.
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.


The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world-yet when it wakens, kingdoms die.

Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: bite +37 (4d8+15/15-20/x3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7), or 6 spines +25 (2d10+15/x3)

feats: AWESOME BLOW, BLIND-FIGHT, BLEEDING CRITICAL, CLEAVE, COMBAT REFLEXES, CRITICAL FOCUS, GREAT CLEAVE, GREAT FORTITUDE, IMPROVED BULL RUSH, IMPROVED CRITICAL (BITE), IMPROVED INITIATIVE, LIGHTNING REFLEXES, POWER ATTACK, RUN, STUNNING CRITICAL, ,


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