AD&D vs 3.x Tarrasque [Archive] - Wizards Community

Post/Author/DateTimePost
Rederik

02-25-08, 04:57 PM
Well, I have never actually had to fight against a Tarrasque... I have read his entry and he seems pretty boss... I have even heard from otheres that AD&D version was wa more brutal, which seems nuts because he has a ton of great abilities...

Well, I was just at a friends house and picked up a copy of his 2nd Ed MM and decided to look at it... I havn't played 2nd ed in maybe 10 years... So i can't really remember what alot of the mechanics are, but negative AC and negative THACo were pretty good...

The thing that stuck out the most to me was the art for Mr. T... the 2nd Ed Tarrasque just looks more world ending then ever... I am thinking of the topic on the other thread about how art has changed...

Well, with out further ado, here they are side by side...

http://mmadnd.chat.ru/tarasque.gifhttp://www.wizards.com/dnd/images/MM35_gallery/MM35_PG240.jpg

Just notice the difference... Take away the spines and 3.x Mr. T looks almost cuddly... What are your guys thoughts... Who looks scarier... Who looks likes something nightmares are made of?
Sildatorak

02-25-08, 06:12 PM
The 2e tarrasque was definitely a more brutal monster. In 2e bonus damage was harder to come by (a 17 strength character had +1 to damage), only fighters got extra attacks, and character hp were generally lower. That meant the fight would go on much longer than the 3e version. Combined with the sword-of-sharpness-like bite of the 2e tarrasque, that meant that even if you did have everyone survive the fight someone was probably missing an arm or leg.

I also have to say that Tony DiTerlizzi's illustration seems more frightening to me. The menacing posture is what does it, IMO.
Nilbog

02-25-08, 06:23 PM
Personally, I think the 3e illustration conveys the creature better, largely since you have comparison to show just how HUGE the thing is. Also, the 2e illustration looks too humanoid to be convincing. That stance just doesn't work on a big reptile.
StruckingFuggle

02-25-08, 06:51 PM
The new tarrasque is alright...

Except for the face, which just looks ridiculous.


And somehow, too, I always imagined something with that flavor as being... bigger.
Shaggy_Shaggs

02-25-08, 06:57 PM
The new tarrasque is alright...

Except for the face, which just looks ridiculous.


And somehow, too, I always imagined something with that flavor as being... bigger.

Agree, especially the face... god I hate that face. It's like one of those kermit the frog open mouth style urinals, only even more ridiculous. :allalone:
Varl

02-26-08, 01:06 PM
Agree, especially the face... god I hate that face. It's like one of those kermit the frog open mouth style urinals, only even more ridiculous. :allalone:

He's just smiling, happy, and laughing at the puny mortals fleeing in abject terror.
M-bark

02-26-08, 01:37 PM
The 2e one may look a little more like the stuff from nightmares, but he also looks more like a bland demon, just oversized. There actually is an article on the Wizards site somewhere with a pic of the Terrasque fighting some adventurers that looks really great. Can't seem to find it anymore though. Only his eyes looked a little weird, but he seemed more like a colossal armoured and horned Tyrannosaurus Rex with better front limbs. I'd rather encounter the one in the 2e pic than that one.
Rederik

02-26-08, 05:55 PM
The 2e one may look a little more like the stuff from nightmares, but he also looks more like a bland demon, just oversized. There actually is an article on the Wizards site somewhere with a pic of the Terrasque fighting some adventurers that looks really great. Can't seem to find it anymore though. Only his eyes looked a little weird, but he seemed more like a colossal armoured and horned Tyrannosaurus Rex with better front limbs. I'd rather encounter the one in the 2e pic than that one.

I think this is the one you are referring to:

http://img307.imageshack.us/img307/7317/tarrasque7et.jpg

This one does look scarier then the MM pic... Still, you are right, looks like a T-Rex...
M-bark

02-27-08, 11:09 AM
YES, that's EXACTLY the one I was referring to.

He may look like a vastly improved T-rex (better arms, better natural armour, regeneration, etc.), but then just think about it: would you want to find yourself in a Jurassic Park-like setting, IN REAL LIFE, and face a T-rex?

After having thought about that, consider if you would like to face a creature that is bigger, stronger, tougher, meaner and smarter than a T-rex. And you cannot kill it. Ever.

I think the 3.x pic of the Terrasque in the MM looks awful, the AD&D one old and bland, and totally vote for a pic like the one in the above post to replace the current one for the 4e MM. Even though chances are I'll never buy it.


EDIT: Who are the adventurers in that pic, by the by? I think the rainbow-shooting wizard is probably Mialee but I cannot recognise any of the others.
Taelohn

02-27-08, 11:08 PM
Who are the adventurers in that pic, by the by? I think the rainbow-shooting wizard is probably Mialee but I cannot recognise any of the others.

Looks like Jozan in the air (dropping the Wand of Orcus into its mouth), Lidda stabbing it in the shoulder, and Tordek hacking at its foot.
vagabonvoid

02-27-08, 11:28 PM
WOOHOO!!! GO TORDEK!!! VALIANTLY ATTACK THAT TOE!!!:fight!:
zeratulcraft

02-27-08, 11:35 PM
Looks like Jozan in the air (dropping the Wand of Orcus into its mouth), Lidda stabbing it in the shoulder, and Tordek hacking at its foot.

And yeah Mialee firing a prismatic ray at it, proving she failed her knowledge/intelligence check.
CryoSilver

02-27-08, 11:36 PM
Maybe her ugly blinded her when she looked in a mirror and she never got to read the tome of fun facts about the tarrasque.
Eldritch_Id

02-27-08, 11:52 PM
The 2e Tarrasque appears too intelligent & the 3e Tarrasque is the new Godzilla with an snapping turtle shell. That said, I wouldn't want to run into either in a dark alley...street...avenue...major eight-lane highway...and the artists did a much better rendition than my possible best. :hides: I vote for the 3e Tarrasque!
Eldritch_Id

02-27-08, 11:59 PM
And yeah Mialee firing a prismatic ray at it, proving she failed her knowledge/intelligence check.Um, hello! Mialee used up all of her skill points on knowledge(fashion) to pick out her unique, wicked-sweet threads and sleight of hand to figure out how to keep her bits and pieces from falling out of them! She didn't want to wear a chainmail bikini or skin-tight leather like the other chicks! That's sooo 80's.
Varl

02-28-08, 11:57 AM
Looks like Jozan in the air (dropping the Wand of Orcus into its mouth), Lidda stabbing it in the shoulder, and Tordek hacking at its foot.

Is Tordek the guy under its left rear leg? He looks dead and squished to me, ran over by the Tarrasque. :ghosted:
narack

02-28-08, 12:32 PM
It is Tordek but he is alive, he just hit the Tarasque leg. if you look correctly she has a scar bleeding and Tordek wearing an axe.
lezard_valeth

02-28-08, 02:06 PM
i remember when 3.0 came out and i looked at the new Mr.t and thought, "what they heck did they do to it!?! it looks, stupider and more like just a raging beast then something you never want to see anywere."

reading on, and still remembering 2d rules and all that the thought, "omg, they nerfed the sweetest monster ever, you cant even skin it anymore, and about half it's power is completely missing, this thing is so weak now compared to the old one."

of course, back then i didnt realise that the PC's powers were simlifyed as well.

i still vote for the 2d one because he looks scarier when you meet him in the middle of a dark storm the strength of a monsoon, with nothing but your group standing in the way of it getting into to hands of a really evil group of people who stumbled upon and then took it collar (the collar of the gods.:rolleyes: ) and you have to fight it AND the other group or your screwed.
nightwyrm

02-28-08, 02:55 PM
3.5 Tarrasque is just dumb. A bunch of toughness feats? Might as well give him Skill Focus: basket weaving.
Grod_The_Giant

02-28-08, 03:22 PM
And somehow, too, I always imagined something with that flavor as being... bigger.

You're right...something with fingers the size of a person is pretty small. Compare to:
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG76.jpg and http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg
StruckingFuggle

02-29-08, 01:32 AM
It looks like it'd only come up to Godzilla's... hip, or something. And even Godzilla seems ... small ... for the Tarrasque's flavor.
Drackthor

02-29-08, 04:18 AM
It looks like it'd only come up to Godzilla's... hip, or something. And even Godzilla seems ... small ... for the Tarrasque's flavor.

Well honestly now how big do you really want this thing? I mean at this rate it seems like the fighter would say "Let's head over to that small moon!" and the wizened old wizard would say "That's no moon...That's a Tarrasque!" Big T is already strong enough, God save us if he gets a tractor beam.
Rederik

02-29-08, 09:28 AM
Big T is already strong enough, God save us if he gets a tractor beam.

:rofl:
vagabonvoid

02-29-08, 10:48 AM
*just a side note... Tordek is the only 3e iconic to officially make it to epic levels (see his miniature-ftr27)... Guess he was the smart one in this battle...
CryoSilver

03-01-08, 03:21 AM
Well honestly now how big do you really want this thing? I mean at this rate it seems like the fighter would say "Let's head over to that small moon!" and the wizened old wizard would say "That's no moon...That's a Tarrasque!" Big T is already strong enough, God save us if he gets a tractor beam.

It's the difference between a decent fight and trying to punch God in the face.

StruckingFuggle, like many (myself included) seems to feel that something as truly devastating as the tarrasque ought to actually be truly devastating; like a nuke on legs.

I'm sad that I lost it when my hard drive crashed a few months ago, but I used to have a truly massive version of a tarrasque-like monster called Hunger who was about 300 feet long, with an included map for fighting on his back. He was the herald of a monster called Satiation which was the size of a small moon and NOT meant to be fought by anything less than the full pantheon of the gods. Hunger was around CR 35, which in my games means unbeatable, since I don't usually DM epic. Imagine the tarrasque, but ten times as big, with a disintegration beam as a breath weapons, tweaked out feats, and fast enough that you can't outrun him. Cause honestly, a 20 foot land speed for a giant monster like Big T? That's just dumb; ONE of his steps ought to cover 20 feet at least.
StruckingFuggle

03-01-08, 01:08 PM
When I think of an engine-of-destruction beast like the Tarrasque, I think of something... huge. Titanic. Big enough that you could have a large battle on it, or in it. Something bigger than those things from Shadow of the Colossus, big enough to tear scars of whole chunks of the countryside into the earth as it passes. The sort of epic beast who rises up and towers over everything, dwarfing it. Something that makes dragons look small, and makes them cower.
CryoSilver

03-01-08, 01:15 PM
Then about 300 feet long seems about right to me; there's not many skyscrapers in D&D, unless you're talking about Sharn, so a 300 foot tarrasque oughta do the trick.

For rough reference, my 2400 sq ft, 2 story house is about 45 feet long. St. Paul's Cathedral is just over 350 feet tall. 300 feet is the length of about 7 school buses lined up, with space between each.

http://upload.wikimedia.org/wikipedia/commons/thumb/3/3d/Blue_whale_size.svg/800px-Blue_whale_size.svg.png
That's a blue whale, at about 100 feet long.

The tarrasque would be three times as long, and substantially more massive.

Ah, here we go. Note that the whale is on the bottom and the little black speck is you or I.

http://i29.photobucket.com/albums/c294/cryosilver/untitled.jpg
StruckingFuggle

03-02-08, 03:20 AM
Scale in that pic looks a bit off, compared to the humans in the pic of the 3e Tarrasque.
M-bark

03-02-08, 09:06 AM
Scale in that pic looks a bit off, compared to the humans in the pic of the 3e Tarrasque.

Which is exactly the point, as most of the people who have replied in this thread want the Terrasque to be bigger.
Eldritch_Lord

03-02-08, 10:38 AM
It's pretty close, but I think I like 3e Mr. T better art-wise. The 2e version doesn't look like much more than a big angry demon, whereas the 3e version really has the lumbering reptile look, and of course it has a better scale. The one thing I absolutely detest about the 3e version is its facial expression: it looks like it's really happy (like :dancin:) when it should look more monstrous (like :behold:).

Now we just have to come up with a list of Tarrasque traits to send onto the devs for the 4e version, and hope they get the art right.
StruckingFuggle

03-02-08, 12:31 PM
Which is exactly the point, as most of the people who have replied in this thread want the Terrasque to be bigger.

Oh. *facepalm* I totally misread it as "The Tarrasque is big enough!" ... heh. Carry on, then.
Fidel_Blastro

03-02-08, 12:57 PM
I'm sad that I lost it when my hard drive crashed a few months ago, but I used to have a truly massive version of a tarrasque-like monster called Hunger who was about 300 feet long, with an included map for fighting on his back. He was the herald of a monster called Satiation which was the size of a small moon and NOT meant to be fought by anything less than the full pantheon of the gods. Hunger was around CR 35, which in my games means unbeatable, since I don't usually DM epic. Imagine the tarrasque, but ten times as big, with a disintegration beam as a breath weapons, tweaked out feats, and fast enough that you can't outrun him.
That sounds pretty fly, do you know where I could find that?
CryoSilver

03-02-08, 01:38 PM
It was something I wrote up. It MAY be in the archive somewhere, but good lluck trying to find it...
sblaxman

03-03-08, 02:23 PM
Well, the 2e tarrasque looks like the 3.x demons, but not that much like the 2.e demons... it seems like they took the look of the tarrasque for the demons and gave the tarrasque a totally different look. Personally, I always thought of him is smaller (about the size he is in the MM pics), about the body size of a dragon but stockier, maybe a little smaller than a red dragon, but it was about quality not quantity. Thinking of a tazmanian devil or wolverine... not that big, but packing a WHOLE lot of hurt.

He is a lot weaker in 3.x compared to 2e, especiialy when the HUGE beef up of PC power is taken into account. Players now seem to be able to take one out without too much problem, where in 2e, it was nie impossible. It's gone from pretty much the end all be all to just another tough encounter
BloodDragon

03-04-08, 12:32 PM
If your talking about stupid character designs: Mialee. God I hate her.

Anyway, 2ed T looks like a Generic Demon, yes it looks cool and very mencing, but not "The Tarrasque" in my mind. 3.x I think hits the mark close although the MM picture isn't really doing anything... he's just standing there stupidly.

I really like the 3.x Fightin' picture. Whereever it's from.


Other artists have their own takes on Big T (http://artxtian.blogspot.com/2007/02/tarrasque-avistado-se-recomienda-morir.html), you just need to look around.

http://bp2.blogger.com/_HfN_S2WurL8/RcyWViRSsdI/AAAAAAAAAGA/pYYKXxfjANo/s1600/tarrasque.jpg
The best offical picture I like of the Tarrasque is from the last Dragon magazine in which they had ecology of the Tarrasque. (Which since I'm mentioning it, I will mention how mad I am at what a cop out the article was!)

~BD
CryoSilver

03-07-08, 04:33 PM
For those who want a bigger tarrasque, I humbly submit this monster:

Azrael
Size/Type: Titanic* Dragon
Hit Dice: 300d12+6300 (hp: 7350)
Initiative: +7
Speed: 330 ft, Fly 500 ft (average)
Armor Class: 57 (-16 Size, +3 Dex, +60 Natural), Touch -3, Flatfooted 54
Base Attack: +300/+402
Attack: Bite +355 melee (16d6+70 15-20/x3)
Full Attack: Bite +353 melee (16d6+70 15-20/x3) and 2 horns +353 melee (4d6+70 19-20/x2) and 2 claws +353 melee (6d6+70 19-20/x2) and tail slap +352 melee (12d6+70)
Full Attack using Power Attack: Bite +100 melee (16d6+322 15-20/x3) and 2 horns +100 melee (4d6+322) and 2 claws +100 melee (6d6+322) and tail slap +100 melee (12d6+322)
Space: 300 ft/50 ft
Special Attacks: Augmented critical, breath weapon, frightful presence, improved grab, roar, smash, swallow whole, tremor
Special Qualities: Carapace, damage reduction 50/epic, darkvision 60 ft, immunity to acid, cold, electricity, fire, poison, disease, energy drain, sleep, paralysis and ability damage, ability drain, low-light vision, regeneration 40, scent, spell resistance 100
Saves: Fort +161, Ref +159, Will +158
Abilities: Str 150, Dex 16, Con 50, Int 6, Wis 15, Cha 16
Skills: Intimidate +306, Jump +178, Listen +313, Spellcraft +0, Spot +313, Tumble +304
Feats: Ability Focus (Breath Weapon), Ability Focus (Roar), Ability Focus (Tremor), Awesome Blow, Cleave, Combat Reflexes, Dodge, Enduring Life, Great Cleave, Improved Initiative, Improved Bull Rush, Improved Critical (bite), Improved Critical (claws), Improved Critical (Horns), Improved Natural Attack (bite), Improved Toughness, Leap Attack, Mage Killer, Martial Stance (Thicket of Blades), Martial Study (Crusader’s Strike), Mobility, Multiattack, Pain Touch, Power Attack, Rapid Stunning, Shock Trooper, Spring Attack, Stand Still, Stunning Fist (DC 163), Weapon Focus (Bite), Weapon Focus (Claws), Weapon Focus (Horns)
Epic Feats: Dire Charge, Devastating Critical (Bite) (DC 230), Devastating Critical (claws), Devastating Critical (horns), Energy Resistance (sonic*5), Epic Fortitude, Epic Reflexes, Epic Speed, Epic Will, Overwhelming Critical (Bite), Overwhelming Critical (claws), Overwhelming Critical (horns), Spellcasting Harrier

(Azrael gets 53 more feats, but I don’t want to spend all day on this, geez)
Environment: Any
Organization: Unique
CR: A friggin big number
Treasure: None
Alignment: Neutral
Advancement: 300+ HD

Azrael is a monster of truly epic proportions. It looks like the tarrasque, but bigger. Azrael is over 500 feet long from head to tail-tip, and stands over 300 feet tall. Each claw is the size of a horse, and each leg is larger than a stone tower.

When Azrael wakes, half the world can hear its roar, and it’s very footsteps can shake apart weak buildings.

Combat

Azrael rushes into battle and tears apart everything in sight, devouring all living creatures.

Round 1: Azrael uses his breath weapon and roar.
Round 2: Azrael charges using Dire Charge, Power Attack, Leap Attack and Shock Trooper
Round 3: Use Thicket of Blades, Mage Killer, Spellcasting Harrier, Stand Still, etc to kill everything that tries to do anything.
Round 4: Eat everything.

Augmented Critical (Ex): Azrael’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Breath Weapon (Su): 1 mile long line of pure energy, 300 feet wide. 150d6 force damage, Reflex save DC 182 half
Frightful Presence (Su): Azrael inspires fear simply by his presence. All creatures within 1 mile of Azrael must succeed at a DC 163 Will save or be affected. Creatures with 20 or fewer Hit Dice die of fear. Creatures with 21+ Hit Dice are frightened for 3d6 rounds, then shaken for as long as they remain within 1 mile of Azrael.
Improved Grab (Ex): To use this ability, Azrael must hit a Colossal 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.
Swallow Whole (Ex): Azrael can try to swallow a grabbed opponent of Colossal or smaller size by making a successful grapple check. Once inside, the opponent takes 20d8+50 points of crushing damage plus 2d8+6 points of acid damage per round from Azrael’s digestive juices. A swallowed creature can cut its way out by dealing 500 points of damage to Azrael’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Azrael’s gullet can hold 4 Colossal, 16 Gargantuan, 64 Huge, 256 Large, 1024, Medium, 4096 Small, or 16384 Tiny or smaller creatures.
Carapace (Ex): Azrael’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 Azrael. Azrael regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If Azrael 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 7360 hp). Azrael 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.
Azrael can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 7360 hit points) and using a wish or miracle spell to keep it dead.
If Azrael 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.
Roar (ex): Azrael can roar as a free action once per minute. Affected creatures or objects must succeed at a DC 182 Fortitude save or be fully affected. All creatures and objects within 100 feet are instantly destroyed (save for 50d6 sonic damage), all creatures and objects within 10 miles take 20d6 sonic damage (save for half), all creatures and objects within 100miles take 5d6 sonic damage (no save). All creatures within 500 miles can hear the roar and are shaken if they fail a DC 165 Will save.
Smash (ex): As a full round action, Azrael can attempt to smash any inanimate object within reach. The object must succeed at a DC 180 Fortitude save or be destroyed. All creatures within 10 feet of the object per size category above Medium take 1d6 damage per size category above Medium as shrapnel is blasted everywhere (Reflex DC 180 for half). If the object succeeds at the Fortitude save, it still takes an extra 100d6 damage. Azrael can use this on any object or structure less than 100 feet in its longest dimension, or any part of a larger object that fits within the area.
[b]Tremor (ex):[/b} In any round in which Azrael moves more than 5 feet, the area around him within 300 feet is affected as though by an Earthquake spell (DC 182 for all saves).

Skills
Azrael has a +8 racial bonus on Listen and Spot checks.


Modifiers for the Titanic Size: AC and attacks -16, Grapple +32, Space 300 feet, Reach 50 feet
Eldritch_Lord

03-07-08, 06:52 PM
For those who want a bigger tarrasque, I humbly submit this monster:

<snipped awesomness>



I love it. Yoink! :D My players, however, are going to hate you. If you get any death threats on Saturday, ignore them.
M-bark

03-08-08, 04:43 AM
Before I could read any further than the name, I suddenly had a vision of a couple of Smurf adventurers fighting a cat. A very big cat. With regenerative abilities.
Karn Dragonsbane

03-08-08, 09:08 AM
Hey, I ran a Deviant Art search for Tarrasque.

Aside from being a girl by some good artist, Tarrasque has a few more jokes... look.

http://zathina-mage.deviantart.com/art/Mr-T-vs-The-Tarrasque-8686211
CryoSilver

03-08-08, 09:16 AM
I love it. Yoink! :D My players, however, are going to hate you. If you get any death threats on Saturday, ignore them.

Don't forget it has Enduring Life!

Also, it has Stunning Fist, Pain Touch and Rapid Stunning.
Eldritch_Lord

03-08-08, 12:09 PM
Don't forget it has Enduring Life!

Also, it has Stunning Fist, Pain Touch and Rapid Stunning.

Don't worry. I don't intend to. :evillaugh
Mortavier Shadewalk

03-09-08, 12:43 PM
Azrael is nice, but it seems a bit, I don't know, much. Good for an epic game, the Tarrasque can be made a viable threat without tweaking it that much. This guy was created by Phaedros of the Dicefreaks forums, I've added a couple of my own touches, mainly the throwing ability to help him take on ranged opponents without having to resort to something wonky like a breath weapon. Does anyone else love the image of big T rushing and jumping to grab that wizard who thought he was safely out of reach? :D

Should the damage for thrown projectiles be higher? I don't remember how I calculated it and it seems a little low.

Tarrasque
Colossal Magical Beast
Hit Dice: 50d10+784 (1,070 hp)
Initiative: +7
Speed: 30 ft., burrow 30 ft., swim 20 ft.
Armor Class: 45 (-8 size, +3 Dex, +40 natural) touch 5, flat-footed 42
Base Attack/Grapple: +50 /+86
Attack: Bite +62 melee (4d8+17 18-20/x3)
Full Attack: Bite +62 melee (4d8+17/18-20/×3) and 2 horns +60 melee (1d10+8) and 2 claws +60 melee (1d12+8) and tail slap +60 melee (3d8+8) or throw rock +45 ranged (4d8+20)
Space/Reach: 50 ft./30 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole, throw, trample (4d8+30, DC 55)
Special Qualities: Carapace, damage reduction 20/epic, immunity to fire, poison, disease, energy drain and ability damage, regeneration 50, scent, spell resistance 42
Saves: Fort +45, Ref +30, Will +25
Abilities: Str 51, Dex 16, Con 41, Int 3, Wis 14, Cha 14
Skills: Jump +32, Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Snatch
Epic Feats: Dire Charge, Epic Fortitude, Epic Toughness (x2), Epic Will
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always Neutral
Advancement: 51+ HD (Colossal)
Level Adjustment: -

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 and severing a random body part (as a sharpness weapon) on a successful critical hit.

Frightful Presence (Su)
The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 37 Will save or become shaken (if 8 HD or more), frightened (if 4-7 HD), or paralyzed (if 3 HD or less), 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. This only affects the tarrasques land based movement speed.

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+10 points of crushing damage plus 2d8+7 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 +30 (or 1,100 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 +30 (or 1,100 hit points) and using a wish, revise reality 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.

Throw (Ex)
The tarrasque is able to throw large objects or pieces of the terrain with disturbing accuracy to bring down aerial opponents. The tarrasque can throw rocks, pillars, pieces of stone masonry or anything else the DM finds viable weighing up to 6,500 pounds (up to huge size) up to five range increments. A range increment for such a projectile is 150 ft.

Trample (Ex)
As a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents of up to gargantuan size. The tarrasque merely has to move over the opponents in its path; any creature whose space is completely covered by the tarrasque’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the tarrasque moves over all the squares it occupies. If the tarrasque moves over only some of a target’s space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. If the tarrasque accidentally ends its movement in an illegal space, it returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Skills
The tarrasque has a +8 racial bonus on Listen and Spot checks and a +10 racial bonus on Jump checks.

Sharpness
This ability allows the weapon to sever the arms, legs, tails, tentacles, etc. (but not heads) of those it strikes. Upon a successful critical hit, roll randomly to determine which body part is severed (a humanoid has an equal 50% chance of loosing either an arm or a leg, while a creature with arms, legs and a tail would have a 33% chance of loosing either, and so on). Loss of a creature’s arm causes them to drop anything they were holding in that arm. They cannot attack with that arm, loosing the appropriate claw or slam attacks if the creatures had them. They cannot cast spells with the somatic components unless they have at least one arm remaining, and they cannot use two-handed weapons. Loss of a creature’s legs (or at least half it’s legs, in the case of a multilegged creature) causes the creature to fall prone and make it impossible for it to move more than 5 feet per round. If a tail, tentacle, horn or other body part is severed, the creature loses any natural attacks made by that body part, as well as any other abilities that may have depended on it (DM‘s discretion). A regeneration spell can restore lost body parts. A sharpness weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 15th; Craft Magic Arms and Armor, keen edge; Price +4 bonus.
CryoSilver

03-09-08, 01:01 PM
Well, I did this a while ago... It's the regular tarrasque, but with better feats and the half-dragon template.


Tarrasque, half white dragon
Size/Type: Colossal Dragon
Hit Dice: 60d12+840 (hp: 1230)
Initiative: +7
Speed: 50 ft, Fly 100 ft (average)
Armor Class: 39 (-8 Size, +3 Dex, +34 Natural), Touch 5, Flatfooted 36
Base Attack: +60/+97
Attack: Bite +74 melee (8d6+21 15-20/x3)
Full Attack: Bite +74 melee (8d6+22 15-20/x2) and 2 horns +69 melee (1d10+11) and 2 claws +69 melee (1d12+11) and tail slap +69 melee (3d8+11)
Space: 30 ft/20 ft
Special Attacks: Augmented critical, breath weapon, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, darkvision 60 ft, immunity to cold, fire, poison, disease, energy drain, sleep, paralysis and ability damage, low-light vision, regeneration 40, scent, spell resistance 34
Saves: Fort +46, Ref +35, Will +26
Abilities: Str 54, Dex 16, Con 38, Int 6, Wis 15, Cha 16
Skills: Bluff +66, Hide +50, Jump +85, Listen +13, Spot +13, Tumble +66
Feats: Awesome Blow, Combat Reflexes, Dodge, Enduring Life, Improved Initiative, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Leap Attack, Mobility, Pain Touch, Power Attack, Rapid Stunning, Shock Trooper, Spring Attack, Stand Still, Stunning Fist
Epic Feats: Dire Charge, Epic Speed, Epic Will, Spellcasting Harrier
Environment: Any
Organization: Unique
CR: 22
Treasure: None
Alignment: Neutral
Advancement: 49+ HD

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.

Round 1: BigT is hiding with a DC 60 to spot him. Yes, it is stupid, isn’t it? He’s disguised as a hill.
Round 2: Tarrasque charges the PCs; using Dire Charge, Power Attack, Leap Attack and Shock Trooper, one PC is dead, no questions. Remember, he can charge up to 100 feet now; 300 if he uses Rush! He stops to attack at the extent of his reach.
Round 3: PCs attempt to move away. If they’re stupid, or expecting a normal Big T, they won’t use the withdraw option, so Big T uses Stand Still to keep them all bunched up, though he might let any melee types move far enough to charge him next round. Charge 10 feet and destroy another PC with Power Attack, Leap Attack and Shock Trooper.
Round 4: Mop up.

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.
Breath Weapon (Su): 30 foot cone of cold. 6d8 damage, save DC 54
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 43 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+11 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 1240 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 946 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.