Tarrasque

Colossal Magical Beast — CR 20

Monster Manual v.3.5 (MM), p. 240Updated 3.5

Tarrasque is a D&D 3.5 monster from MM, p. 240. CR 20, HD 48d10+594 (858 hp).

Hit Dice
48d10+594 (858 hp)
Initiative
+7
Speed
Land 20 ft
Armor Class
35, touch 5, flat-footed 32
Base Attack / Grapple
+48/+81
Attack
Bite +57 melee (4d8+17/18-20/x3)
Full Attack
Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
STR
45
DEX
16
CON
35
INT
3
WIS
14
CHA
14
Fort / Ref / Will
+38 / +29 / +20
Challenge Rating
20
Alignment
Always Neutral
Organization
Solitary
Treasure
None
Environment
Any
Level Adjustment
Spell Resistance
32

Special Abilities

Augmented CriticalFrightful PresenceImproved GrabRushSwallow WholeDamage ReductionCarapaceImmunity to FireImmunity to PoisonImmunity to DiseaseImmunity to Energy DrainImmunity to Ability DamageRegenerationScentSpell Resistance

Feats

This scaly biped seems about as tall as a five-story building. It carries itself like a bird of prey, leaning well forward and using its powerful, lashing tail for balance. It has two horns on its head and a thick, reflective carapace on its back.

Description

The legendary tarrasque—fortunately, only one exists—is possibly the most dreaded monster of all (except for the largest dragons). None can predict where and when the creature will strike next.

The location of the tarrasque’s lair is a mystery, and the beast remains dormant much of the time. Its torporous slumber usually lasts 64 months before it leaves its lair for a brief hunting foray lasting 1d3 days. Once every decade or so, the monster is particularly active, staying awake for 1d2 weeks. Thereafter, it slumbers for at least 4d6 years unless disturbed.

When active, the tarrasque is a perfect engine of destruction. It rampages across the land eating everything 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 power.

Many legends surround the 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. These tales are mere speculation, however, and the creature’s true nature will probably remain a mystery. The tarrasque isn’t in the habit of explaining itself, and it rarely leaves any living witnesses in its wake.

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

The tarrasque cannot speak.

Combat

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

The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

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.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

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.

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

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 25). 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.

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.

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 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.

Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.