An overpowering of the Tarrasque. [Archive] - Wizards Community

Post/Author/DateTimePost
Thegans

12-10-06, 02:19 AM
I was bored and decided to try to make an even more powerful version of the legendary tarrasque. This is only the first version and I will probably try to add more to it till I can find a way to make a perfect monster. With out giving it a rediculously high divine rank. As of right know I am trying to figure out its challange rating. Anyway here is my first version of the overpowered Tarrasque.

Note I am limited to the SRD for now.

Divine Tarrasque
Size/Type: Colossal Magical Beast (Demigod)
Hit Dice: 48d10+594 (1,074 hp) Max HD
Initiative: +7
Speed: 140ft.
Armor Class: 36 (-8 size, +3 Dex, +30 natural, +1 divine), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/×3)
Full Attack: Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, ability damage, ability drain, transmutation, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, and disintegration, regeneration 40, scent, spell resistance 33,
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6), Mind of the Beast
Environment: Any
Organization: Solitary plus at least five mortal worshipers (Clerics or Druids) / May also travel with sentient animals or plants.
Challenge Rating: ???
Treasure: Varies
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: —
Domain Portfolios: Animal / Plants / Strength
Divine Rank: One
Godly Realm: Current Location (If unclaimed by another deity. None if claimed by another deity)

The divine tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. As a diety the divine tarrasque can see and smell
The divine tarrasque can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of itself.
Combat
The divine tarrasque attacks with its claws, teeth, horns, and tail. The divine tarrasque may also use its other abilities in battle but prefers its basic abilities.
The divine tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex)
The divine 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 divine 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 divine tarrasque. The save DC is Charisma-based.
Improved Grab (Ex)
To use this ability, the divine 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 divine tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex)
The divine 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 divine tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the divine 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 divine tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex)
The divine 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 divine tarrasque. The divine tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the divine 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 divine 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 divine tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,087 hit points) and using a wish or miracle spell to keep it dead.
If the divine 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 divine tarrasque has a +8 racial bonus on Listen and Spot checks.

Domain Power

The divine tarrasque as a deity of rank one can use any domain power it can grant once per day.

Spell-Like Abilities
The divine tarrasque can use any domain spell it can grant and greater teleport as a spell like ability at will. The deity’s effective caster level for such abilities is 10 + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma bonus (if any) + the deity’s divine rank.

Divine Aura
The divine tarrasque has a ten foot divine aura.

Grant Spells
The divine tarrasque automatically grants spells and domain powers to mortal divine spellcasters who pray to it. The divine tarrasque can grant spells from the cleric spell list, and from its three domains

Create Magic Items
The divine tarrasque can create magic items related to its portfolio without any requisite item creation feat, provided that the divine tarrasque possesses all other prerequisites for the item. The maximum item value the divine tarrasque can create is 4,500 gp. The item’s cost and creation time remain unchanged, but the divine tarrasque is free to undertake any activity when not laboring on the item.


The Divine Tarrasque’s Worshipers
While the divine tarrasque is a powerful opponent its true power comes from its worshipers. This is because the clerics of the divine tarrasque have unlimited spells as they can pray for more at any time. The druids may also occasionally pray for spells but not as often as the divine tarrasque’s clerics.

The worshipers of the divine tarraque often believe in the policies of might makes right and survival of the fittest. Once the ordinary yet nearly invincible tarrasque gained divine power through some strange even it finally noticed its power. It began to believe that the mortal world was too weak. Several clerics and druids that heard the now divine tarrasque came to agreement with it. Several clerics left their originals faiths behind believing that the original gods allowed the world to decay. The druids did not but those that began to follow the divine tarrasque believed that it represent nature’s salvation. Once the divine tarrasque determined its goal with the help of its worshipers it set on a crusade of destruction. Its goal was to gain strong worshipers while destroying the weak. As it destroys its followers grow. They all have one goal the cleansing of the mortal world of all that is weak. Many temples fear the worshipers of the divine tarrasque for fear that they may eventually teach it new abilities and powers and because of the belief they gave to their god.

The divine tarrasque came to the conclusion that its power and divinity would increase if it destroyed worshipers and those that did not follow it. Those that followed it and fight by its side would be rewarded after the cleansing of the earth of all that’s weak. The goal of the divine tarrasque and its worshipers is to remove all other divine influence from the mortal world to turn it into the divine tarrasque’s plane. The followers would then help the tarrasque craft a world of perfect power that would eventually conquer the other plains of existence and the other gods.

In battle the worshippers usually cast spells, pray to gain more spells, and carry material components for crafting magical items.
Derren S.

12-10-06, 08:01 AM
Still not really dangerous as with those ability scores it won't cast many spells and without means fo flying, ranged attacks and seeing invisible creatures its not really dangerous at that level.
runestar

12-10-06, 09:17 AM
It still can't fly...:(
Starmage21

12-10-06, 11:57 AM
It may have SDA's to deal with ranged or flying attackers.


I prefer the idea that the Tarrasque is a DvR 0 abomination.
Raymond_Luxury_Yacht

12-10-06, 09:09 PM
I prefer the Uber Tarrasque.
Roivas

12-10-06, 11:59 PM
The fact that it's intelligence is still a 3, makes most of the divinity powers moot. You can't formulate a plan when you can barely think.