Building a better Tarrasque [Archive] - Wizards Community

Post/Author/DateTimePost
DonThelonious

11-24-07, 01:19 PM
Okay, my little group of adventurers is going to be playing as epic level gods and so I decided I would throw a real curve ball at them. My goal here is to take the basic MM Tarrasque right out of the SRD and begin throwing templates on it. As many as possible. I want this thing to be INSANELY powerful, since that is what the players are.

I have started it off by adding the Half-Fiend template to it, it didn't do a whole hell of a lot, just gave it wings and a few nifty spell-like abilities. Now everyone just take what was posted before you and add just 1 template to it. Lets see how crazy we can get this.



Tarrasque
Size/Type: Colossal Magical Beast (Native Outsider, Augmented)
Hit Dice: 48d10+594 (858 hp)
Initiative: +7
Speed: 20 ft. (4 squares), Fly 20 ft. (Average)
Armor Class: 38 (-8 size, +5 Dex, +31 natural), touch 7, flat-footed 33
Base Attack/Grapple: +48/+81
Attack: Bite +59 melee (4d8+19/18-20/×3)
Full Attack: Bite +59 melee (4d8+19/18-20/×3) and 2 horns +54 melee (1d10+10) and 2 claws +54 melee (1d12+10) and tail slap +54 melee (3d8+10)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, smite good 1/day, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell-like abilities, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 49, Dex 20, Con 37, Int 7, Wis 14, Cha 16
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)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always neutral
Advancement: 49+ 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 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.

Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities (Sp)
Caster level 48, and the save DCs are Charisma-based.
3/Day: Darkness, Poison, Unholy Aura.
1/Day: Desecrate, Unholy blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction.


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.
dawnbringer

11-24-07, 01:33 PM
What CR are you looking at, I can make a much better terrasque for you.
Kain_Darkwind

11-24-07, 01:37 PM
Tarrasque family


Baby Tarrasque
Huge Magical Beast
Hit Dice: 12d10 + 108 (174 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 23 (+4 Dex, +11 natural, -2 size), touch 12, flat-footed 19
Base Attack/Grapple: +12/+30
Attack: Bite +20 melee (2d6 + 10 /18-20/x3)
Full Attack: Bite +20 melee (2d6 + 10 /18-20/x3) and 2 claws +18 melee (1d8 + 5) and 2 horns +18 melee (1d8 + 5)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Frightful presence, improved grab, rush, swallow whole
Special Qualities:Augmented criticals, carapace, damage reduction 15/greater magic, immune to ability damage, disease, energy drain, fire and poison, regeneration 10, scent, spell resistance 24
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 30, Dex 18, Con 27, Int 3, Wis 10, Cha 10
Skills: Hide -4, Listen +16, Spot +15
Feats: Awesome Blow, Improved Bullrush, Improved Toughness, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary, pair, or clutch (3-12)
Challenge Rating: 10
Treasure: None
Alignment: Neutral

Combat
A baby tarrasque’s natural weapons are treated as greater magic for the purposes of overcoming damage reduction and regeneration.

Frightful Presence (Ex): The baby tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 16 Will save or become shaken (if 4 HD or more) or frightened (if 3 HD or less), remaining in that condition as long as they remain with 30 feet of the baby tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a baby tarrasque must hit a Medium 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 with the bite, it establishes a hold and can try to swallow the foe the following round.

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

Swallow Whole (Ex): A baby tarrasque can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+5 points of crushing damage plus 1d8+2 points of acid damage per round from its digestive juices. A swallowed creature can cut its way out by dealing 20 points of damage to the baby tarrasque's digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A baby tarrasque's gullet can hold 2 Medium, 4 Small, 16 Tiny or 64 Diminutive or smaller creatures.

Augmented Criticals (Ex): A baby tarrasque threatens a critical hit on a roll of 18-20, and deals triple damage with its bite attack.

Carapace (Ex): A baby tarrasque's armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 10% 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 power resistance or spell resistance.

Damage Reduction (Ex): A baby tarrasque's damage reduction can be penetrated by weapons of +3 enhancement or greater.

Regeneration (Ex): No form of attack deals lethal damage to a baby tarrasque. It regenerates even if it fails a saving throw against a death effect. If a baby tarrasque fails its save against a spell or effect that would kill it instantly, the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +30 (or 204 hp). A baby 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.
- A baby tarrasque can be slain only by raising its nonlethal damage total to its full normal hit point total + 30 (or 204 points) and either performing a successful coup de grace with a weapon that can penetrate its damage reduction or casting a successful death attack upon it. It can also be permanently slain with any method used to kill an older tarrasque.
Even the slightest piece of a baby tarrasque can regenerate and restore it completely.
- If a baby tarrasque loses a limb or body part, the lost portion regrows in 3d6 minutes (the detached piece dies and decays normally). A baby tarrasque can reattach the severed member instantly by holding it to the stump.

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


Juvenile Tarrasque
Gargantuan Magical Beast
Hit Dice: 24d10 + 264 (396 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 32 (+3 Dex, +23 natural, -4 size), touch 9, flat-footed 29
Base Attack/Grapple: +24/+51
Attack: Bite +35 melee (2d8 + 15 /18-20/x3)
Full Attack: Bite +35 melee (2d8 + 15 /18-20/x3) and 2 claws +33 melee (2d6 + 7) and 2 horns +33 melee (2d8 + 7)
Space/Reach: 35 ft./ 35 ft.
Special Attacks: Frightful presence, improved grab, rush, swallow whole
Special Qualities: Augmented criticals, carapace, damage reduction 15/high magic, immune to ability damage, disease, energy drain, fire and poison, regeneration 20, scent, spell resistance 28
Saves: Fort +26, Ref +17, Will +15
Abilities: Str 40, Dex 16, Con 31, Int 3, Wis 12, Cha 12
Skills: Hide -9, Listen +23, Spot +22
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Initiative, Improved Toughness, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary, pair, or group (3-8)
Challenge Rating: 14
Treasure: None
Alignment: Neutral


Combat
A juvenile tarrasque’s natural weapons are treated as high magic for the purposes of overcoming damage reduction and regeneration.

Frightful Presence (Ex): The juvenile tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 23 Will save or become shaken (if 8 HD or more) or frightened (if 6 HD or less), remaining in that condition as long as they remain with 40 feet of the juvenile tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a juvenile tarrasque must hit a Large 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 with the bite, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex): Once per minute, a juvenile tarrasque can move at a speed of 150 feet.

Swallow Whole (Ex): A juvenile tarrasque can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+7 points of crushing damage plus 2d6+5 points of acid damage per round from its digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the juvenile tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A juvenile tarrasque's gullet can hold 2 Large, 4 Medium, 16 Small or 64 Tiny or smaller creatures.

Augmented Criticals (Ex): A juvenile tarrasque threatens a critical hit on a roll of 18-20, and deals triple damage with its bite attack. It severs a random body part (as a sharpness weapon) on a Natural 20 with a confirmed critical hit.

Carapace (Ex): A juvenile tarrasque's armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 20% 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 power resistance or spell resistance.

Damage Reduction (Ex): A juvenile tarrasque's damage reduction can be penetrated by weapons of +5 enhancement or greater.

Regeneration (Ex): No form of attack deals lethal damage to a juvenile tarrasque. It regenerates even if it fails a saving throw against a death effect. If a juvenile tarrasque fails its save against a spell or effect that would kill it instantly, the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +30 (or 426 hp). A juvenile 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.
- A juvenile tarrasque can be slain only by raising its nonlethal damage total to its full normal hit point total + 30 (or 426 points) and using a limited wish, bend reality, or more powerful effect to keep it dead. Even the slightest piece of a juvenile tarrasque can regenerate and restore it completely.
- If a juvenile tarrasque loses a limb or body part, the lost portion regrows in 2d6 minutes (the detached piece dies and decays normally). A juvenile tarrasque can reattach the severed member instantly by holding it to the stump.

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


Elder Tarrasque
Titanic Magical Beast
Hit Dice: 72d10 + 1,440 (1,836 hp)
Initiative: +6
Speed: 60 ft.
Armor Class: 57 (+2 Dex, +71 natural, -16 size), touch -4, flat-footed 55
Base Attack/Grapple: +72/+117
Attack: Bite +81 melee (8d6 + 37 /18-20/x4)
Full Attack: Bite +81 melee (8d6 + 37 /18-20/x4) and 2 claws +84/+79/+74/+69 melee (4d8 + 25 /19-20/x3 and death (DC 71)) and 2 horns +81 melee (4d8 + 25) and tail slap (8d6 + 25)
Space/Reach: 100 ft./60 ft.
Special Attacks: Frightful presence, improved grab, rush, swallow whole, trample
Special Qualities:Augmented criticals, carapace, damage reduction 30/greater epic and adamantine, immune to ability damage, ability drain, energy drain and fire, powerful attacks, regeneration 60, scent, spell resistance 48
Saves: Fort +62, Ref +40, Will +50
Abilities: Str 60, Dex 14, Con 47, Int 5, Wis 18, Cha 18
Skills: Hide -18, Listen +53, Spot +52
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Critical (claw), Improved Initiative, Improved Multiattack, Improved Rapidstrike (claw), Improved Snatch, Iron Will, Multiattack, Power Attack, Rapidstrike (claw), Rend, Weapon Focus (claw)
Epic Feats: Devastating Critical (claw), Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (claw), Epic Will, Large and In Charge, Overwhelming Critical (claw), Ultimate Rapidstrike (claw)
Climate/Terrain: Any
Organization: Solitary or mated pair
Challenge Rating: 38
Treasure: None
Alignment: Neutral


Combat
An elder tarrasque’s natural weapons are treated as greater epic for the purposes of overcoming damage reduction and regeneration.

An elder tarrasque does not need to breathe.

Frightful Presence (Ex): An elder tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 50 Will save or become shaken (if 20 HD or more), frightened (if 5-19 HD), or paralyzed (if 4 HD or less), remaining in that condition as long as they remain with 100 feet of the elder tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, an elder tarrasque must hit a Gargantuan 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 with the bite, it establishes a hold and can try to swallow the foe the following round.

Rend: If an elder tarrasque hits with two claw attacks in a round, it latches onto the body and tears the flesh. This automatically deals 8d8 + 50 points of damage and can be used on opponents of Huge size or larger.

Rush (Ex): Once per minute, an elder tarrasque can move at a speed of 300 feet.

Swallow Whole (Ex): An elder tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 3d8+15 points of crushing damage plus 3d8+10 points of acid damage per round from its digestive juices. A swallowed creature can cut its way out by dealing 75 points of damage to the elder tarrasque's digestive tract (AC 30). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An elder tarrasque's gullet can hold 2 Gargantuan, 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.

Trample: An elder tarrasque deals 8d8 + 50 points of damage with a trample attack. This can hit creatures Gargantuan size or smaller. Creatures that do not make attacks of opportunity can make a Reflex save (DC 71) to avoid the damage.

Augmented Criticals (Ex): An elder tarrasque threatens a critical hit on a roll of 17-20, deals quadruple damage and severs a random body part (as a sharpness weapon) on a successful critical hit with its bite attack.

Carapace: An elder tarrasque's carapace reflects all lines, magic missiles, rays and cones back towards the caster. Treat the effect as if it had been recast from the struck area on the elder tarrasque and directed at the caster. Effects that strike more than a 5 foot area such as cones are refracted and recast from each and every area struck, although the damage from overlapping areas does not stack.

Damage Reduction: An elder tarrasque's damage reduction can be overcome by adamantine weapons of +8 enhancement or greater.

Powerful Attacks (Ex): An elder tarrasque adds 1.5 its strength modifier to its bite attack, its strength modifier to its secondary attacks, and twice its strength modifier to its rend and trample special attacks.

Regeneration (Ex): No form of attack deals lethal damage to an elder tarrasque. It regenerates even if it fails a saving throw against a death effect. If an elder tarrasque fails its save against a spell or effect that would kill it instantly, the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +60 (or 1824 hp). An elder 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.
- An elder tarrasque can be slain only by raising its nonlethal damage total to its full normal hit point total + 60 (or 1824 points) and using a wish, revise reality, or miracle heightened to 15th level to keep it dead. A regular wish or similar effect can only send the elder tarrasque back into hibernation. Even the slightest piece of an elder tarrasque can regenerate and restore it completely.
- If an elder tarrasque loses a limb or body part, the lost portion regrows in 1d8 rounds (the detached piece grows into a baby tarrasque in 24 hours). An elder tarrasque can reattach the severed member instantly by holding it to the stump.

Skills: An elder tarrasque has a +12 racial bonus on Spot and Listen checks.



The Mother Tarrasque
Titanic Magical Beast
Hit Dice: 100d10 + 3,900 (4,900 hp)
Initiative: +9
Speed: 60 ft., swim 120 ft.
Armor Class: 94 (+1 Dex, +99 natural, -16 size), touch -5, flat-footed 93
Base Attack/Grapple: +100/+159
Attack: Bite +123 melee (8d8 + 58 /17-20/x5)
Full Attack: Bite +123 melee (10d10 + 58 /17-20/x5) and 2 claws +126/+121/+116/+111 melee (8d8 + 39 /19-20/x3 and death (DC 99)) and 2 horns +123 melee (8d8 + 39) and tail slap +123 melee (8d8 + 39)
Space/Reach: 200 ft. / 130 ft.
Special Attacks: Frightful presence, improved grab, rend, rush, swallow whole, trample
Special Qualities: Augmented criticals, carapace, damage reduction 50/high epic and adamantine, damage reduction 15/-, immune to ability damage, ability drain, energy drain and fire, powerful attacks, regeneration 100, spell resistance 64
Saves: Fort +85, Ref +53, Will +65
Abilities: Str 88, Dex 12, Con 65, Int 7, Wis 24, Cha 24
Skills: Hide -20, Listen +74, Spot +74, Swim +48
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Critical (claw), Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (horn), Improved Rapidstrike (claw), Improved Snatch, Iron Will, Large and In Charge, Multiattack, Power Attack, Rapidstrike (claw), Rend, Weapon Focus (claw)
Epic Feats: Devastating Critical (claw), Dire Charge, Overwhelming Critical (claw), Epic Fortitude, Epic Toughness (x6), Epic Will, Epic Weapon Focus (claw), Superior Initiative, Ultimate Rapidstrike (claw)
Climate/Terrain: Planet Tarrasque
Organization: Solitary (unique) or with brood (1d6 juvenile tarrasques and 2d8 baby tarrasques)
Challenge Rating: 54
Treasure: None
Alignment: Neutral


Combat
The mother tarrasque does not need to breathe.

The mother tarrasque’s natural weapons are treated as adamantine and high epic for the purposes of overcoming damage reduction and regeneration.

Frightful Presence (Ex): The mother tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 67 Will save or become shaken (if 25 HD or more), frightened (if 10-24 HD), or paralyzed (if 9 HD or less), remaining in that condition as long as they remain with 200 feet of the mother tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the mother tarrasque must hit a Gargantuan or smaller opponent with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check with the bite, she establishes a hold and can try to swallow the foe the following round.

Rend: If the mother tarrasque hits with two claw attacks in a round, she latches onto the body and tears the flesh. This automatically deals 16d6 + 78 points of damage and can be used on opponents of Huge size or larger.

Rush (Ex): Once per minute, the mother tarrasque can move at a speed of 450 feet.

Swallow Whole (Ex): The mother tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+20 points of crushing damage plus 4d8+15 points of acid damage per round from her digestive juices. A swallowed creature can cut its way out by dealing 100 points of damage to the mother tarrasque's digestive tract (AC 35). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The mother tarrasque's gullet can hold 2 Gargantuan, 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.

Trample: The mother tarrasque deals 10d10 + 78 points of damage with a trample attack. This can hit creatures Gargantuan size or smaller. Creatures that do not make attacks of opportunity can make a Reflex save (DC 99) to avoid the damage.

Augmented Criticals (Ex): The mother tarrasque threatens a critical hit on a roll of 17-20, deals quintuple damage and severs a random body part (as a sharpness weapon) on a successful critical hit with her bite attack.

Carapace: The mother tarrasque's carapace reflects all lines, magic missiles, rays and cones back towards the caster. Treat the effect as if it had been recast from the struck area on the mother tarrasque and directed at the caster. Effects that strike more than a 5 foot area such as cones are refracted and recast from each and every area struck, although the damage from overlapping areas does not stack.

Damage Reduction: The mother tarrasque's damage reduction can be overcome only by adamantine weapons of +10 enhancement or greater.

Powerful Attacks (Ex): The mother tarrasque adds 1.5 her strength modifier to her bite attack, her strength modifier to her secondary attacks, and twice her strength modifier to her trample special attack.

Regeneration (Ex): No form of attack deals lethal damage to the mother tarrasque. She regenerates even if she fails a saving throw against a death effect. If the mother tarrasque fails her save against a spell or effect that would kill her instantly, the spell or effect instead deals 4900 points of nonlethal damage. The mother 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 mother tarrasque can be slain only by raising her nonlethal damage total to 5000 points and casting a specially developed epic spell or power utilizing the death seed. This spell must overcome her spell resistance and she must fail her save against the spell. A regular wish or miracle can only send her into hibernation.
Even the slightest piece of the mother tarrasque can regenerate and restore her completely.
- If the mother tarrasque loses a limb or body part, the lost portion regrows in 1d6 rounds (the detached piece grows into a baby tarrasque in 1d4 rounds). The mother tarrasque can reattach the severed member instantly by holding it to the stump.

Skills: The mother tarrasque has a +16 racial bonus on Spot and Listen checks and a +8 racial bonus on Swim checks.
dawnbringer

11-24-07, 01:42 PM
Heh, well kain, what i'm gonna do is following the rules. Giving a monster 100 ft reach is not normally within the rules:P.

I'm gonna apply a single template to the terrasque and make it better that way.
Kain_Darkwind

11-24-07, 01:45 PM
Heh, well kain, what i'm gonna do is following the rules. Giving a monster 100 ft reach is not normally within the rules:P.

I'm gonna apply a single template to the terrasque and make it better that way.

100 ft. reach is 'in the rules' if the creature is big enough. WotC just doesn't make creatures larger than 40 x 40 Colossal. Check out the epic beastiary for plenty of reaches beyond that one.
CryoSilver

11-24-07, 01:45 PM
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.


Tarrasque, half white dragon, Swordsage 1
Size/Type: Colossal Dragon
Hit Dice: 60d12+1d8+854 (hp: 1250)
Initiative: +4
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 +70 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, Discipline Focus (Tiger Claw), immunity to cold, fire, poison, disease, energy drain, sleep, paralysis and ability damage, low-light vision, Quick to Act +1, regeneration 40, scent, spell resistance 34
Saves: Fort +46, Ref +37, Will +28
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, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Leap Attack, Martial Study x2 (Iron Heart Surge, Wall of Blades), Mobility, Pain Touch, Power Attack, Rapid Stunning, Shock Trooper, Spring Attack, Stand Still, Stunning Fist, Weapon Focus (Tiger Claw weapons)
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.

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.
Martial Maneuvers: Known: Avalanche of Blades, Diamond Defense, Inferno Blade, Iron Heart Surge, Rapid Counter, Shadow Blink, Time Stands Still, Wall of Blades. Readied: Diamond Defense, Iron Heart Surge, Rapid Counter, Time Stands Still. Stance: Stance of Alacrity
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 1260 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.
Kain_Darkwind

11-24-07, 01:54 PM
Tarrasque, half white dragon, Swordsage 1
Size/Type: Colossal Dragon
Hit Dice: 60d12+1d8+854 (hp: 1250)
Initiative: +4
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 +70 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, Discipline Focus (Tiger Claw), immunity to cold, fire, poison, disease, energy drain, sleep, paralysis and ability damage, low-light vision, Quick to Act +1, regeneration 40, scent, spell resistance 34
Saves: Fort +46, Ref +37, Will +28
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, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Leap Attack, Martial Study x2 (Iron Heart Surge, Wall of Blades), Mobility, Pain Touch, Power Attack, Rapid Stunning, Shock Trooper, Spring Attack, Stand Still, Stunning Fist, Weapon Focus (Tiger Claw weapons)
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.

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.
Martial Maneuvers: Known: Avalanche of Blades, Diamond Defense, Inferno Blade, Iron Heart Surge, Rapid Counter, Shadow Blink, Time Stands Still, Wall of Blades. Readied: Diamond Defense, Iron Heart Surge, Rapid Counter, Time Stands Still. Stance: Stance of Alacrity
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 1260 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.



When would the tarrasque have been able to take two Martial Study feats? I also don't see any 1st level maneuvers in his list of known...I'm rusty on the ToB rules, but I didn't think you could take higher level moves until you took some lower level ones. I'm pretty sure it works out the same way as wizard spells...you get 2nd level spells at 3rd, 3 at 5th, 4 at 7th, and so on.
dawnbringer

11-24-07, 02:34 PM
Yes, I have used titanic, its the book where i got this template from, and its reach is 50/50 for tall and 50/25 for long. I used a template to increase his size, then used a template to make it better. Much better than yours, and not fudging movement. :P

Size/Type: Titanic Outsider (Extraplanar)
Hit Dice: 100d12+4118 (5318 hp)
Initiative: +15
Speed: 80 ft. (4 squares)
Armor Class: 87 (-12 size, +11 Dex, +48 natural, +20 Insight, +10 luck)
Base Attack/Grapple: +100/+172
Attack: Bite +148 melee (8d8+90/18-20/×3)
Full Attack: Bite +148 melee (8d8+90/18-20/×3) and 2 horns +143 melee (3d8+60/19-20/X2) and 2 claws +143 melee (3d12+60/19-20/X2) and tail slap +143 melee (6d8+60)
Space/Reach: 50 ft./25 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole, roar of the apocalypse.
Special Qualities: Carapace, damage reduction 33/epic, immunity to all energy damage, poison, disease, energy drain, ability damage death effects, death from massive damagemind-affecting spells, paralysis, petrification, polymorphing, stunning, and wounding, regeneration 60, scent, spell resistance 60, rejuvination.
Saves: Fort +93, Ref +63, Will +61
Abilities: Str 130, Dex 32, Con 92, Int 6, Wis 28, Cha 28
Skills: Jump +163, Listen +120, Search +101, Spot +112, Survival +112 (+114 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), Improved Critical (Horn, Claw) Overwhelming Critical (Bite), Devastating Critical (Bite), Overwhelming Critical (Horn), Devastating Critical (Horn), Overwhelming Critical (Claw), Devastating Critical (Claw), Improved Natural Attack (Bite, Horn, Claw, Tailslap), Dire Charge, Shock Trooper, Leap Attack, Powerful Charge.
Environment: Any
Organization: Solitary
Challenge Rating: 65
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: —

The mother tarrasque is 140 feet long and 100 feet tall, and it weighs about 260 tons.

The mother 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.

Roar of the Apocalypse (Su): Once per day, Mother Terrasque can roar, unleashing tremendous destructive power. The roar kills or destroys up to 100 creatures within a 40,400-foot spread, centered on Mother. A successful DC
69 Will save resists the effect, but targets within range still take 25d8 points of sonic damage. Creatures immune to death effects are still vulnerable to this attack. The save DC is Charismabased.

Rejuvenation (Su): Three times per day, mother terrasque can restore herself to full hit points.

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 69 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 mother tarrasque can move at a speed of 600 feet.

Swallow Whole (Ex): The mother tarrasque can try to swallow a grabbed opponent of gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+60 points of crushing damage plus 4d8+12 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 100 points of damage to the tarrasque’s digestive tract (AC 45). 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 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller creatures.

Carapace (Ex): The mother 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): Mother terrasques’ regeneration cannot be overcome, and she can only be truly slain by dealing her nonlethal damage equal to his full normal hit points plus her Constitution modifier (5,359) and then using a wish or miracle to keep her dead. Mother terrasque regrows severed limbs in
1d6 rounds. She can reattach a severed member instantly by holding it to the stump.

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

11-24-07, 02:51 PM
When would the tarrasque have been able to take two Martial Study feats? I also don't see any 1st level maneuvers in his list of known...I'm rusty on the ToB rules, but I didn't think you could take higher level moves until you took some lower level ones. I'm pretty sure it works out the same way as wizard spells...you get 2nd level spells at 3rd, 3 at 5th, 4 at 7th, and so on.

Nope. Since HD = levels, his initiator level is 31, qualifying him for any maneuver, so long a she meets the other prereqs.

And who cares? Do the players get to see his stat block? No, they don't, so as far as they know, this is just a super badass Tarrasque that has a power eerily similar to Iron Heart Surge.
Kain_Darkwind

11-24-07, 03:02 PM
Nope. Since HD = levels, his initiator level is 31, qualifying him for any maneuver, so long a she meets the other prereqs.

And who cares? Do the players get to see his stat block? No, they don't, so as far as they know, this is just a super badass Tarrasque that has a power eerily similar to Iron Heart Surge.


I care, because I am curious and interested in how you designed it. If the answer is 'I tweaked this because it worked better than using the exact rules', that's great. No need to get defensive, I'm not going to rake you over coals like DB seems intent on doing for a unique creature that I made myself. Afterall, this isn't a contest.
CryoSilver

11-24-07, 03:06 PM
I gave him Martial Study feats so he could shake off a primary means of defeating him: Domination. As a swordsage, he doesn't normally get access to Iron Heart.

And look at it this way: if a half-dragon tarrasque showed up at your temple and asked for training, are you gonna tell it "No"?
dawnbringer

11-24-07, 03:16 PM
Also look at it this way, the terrasque can't speak, so how can it ask for training :D.
smeagol_lied

11-24-07, 03:56 PM
Give it gravetouched ghoul. Undead are immune to nonlethal damage, so the gravetouched ghoul tarrasque can't take any damage. Ever. Fullstop.

Ooops, I broke D&D.
Kain_Darkwind

11-24-07, 04:36 PM
Also look at it this way, the terrasque can't speak, so how can it ask for training :D.

Sign language. It's a 6 Int half dragon, chances are it can probably communicate. Since 3 Int half-orcs are capable of it.
Kain_Darkwind

11-24-07, 04:38 PM
Give it gravetouched ghoul. Undead are immune to nonlethal damage, so the gravetouched ghoul tarrasque can't take any damage. Ever. Fullstop.

Ooops, I broke D&D.


As per the Rules Compendium, a creature must have a Constitution score to have the regeneration ability.
Thegans

11-24-07, 07:28 PM
As per the Rules Compendium, a creature must have a Constitution score to have the regeneration ability.

In that case assuming it can get hurt enough to need to regenerate I'd say apply the demon lord template from Dragon 359 to the unded tarrasque and use the special qualities to give it/ let it keep the undead immunities while reganing its consitution score.
Aleolus

11-24-07, 07:49 PM
If you want to make the Tarrasque even more deadly than it already is, give it a Divine Rank 0. Adds DR 10/epic, immunity to transmutation, energy drain, ability drain, ability damage, and mind-affecting effects, plus it gains immortality, and max hit points per Hit Die. Plus, being a Colossal quadruped, it's move speed would go up to 180 feet or more. It also gets a deflection modifier to it's AC equal to it's Cha modifier. Lots of bonuses. Plus it gets even more if it has a rank higher than 0.
DonThelonious

11-24-07, 08:09 PM
As per my OP, I just want to take the Tarrasque and add multiple templates. Though the Mama Tarrasque is pretty sweet, as is the 1/2 White Dragon.
Sinfire Titan

11-24-07, 08:27 PM
Nope. Since HD = levels, his initiator level is 31, qualifying him for any maneuver, so long a she meets the other prereqs.

And who cares? Do the players get to see his stat block? No, they don't, so as far as they know, this is just a super badass Tarrasque that has a power eerily similar to Iron Heart Surge.

Actually, Initiator Level is equal to hal of your HD, unless otherwise noted in the creature's statistics block. A creature with Racial HD and martail adept levels has an initiator level equal to it's adept levels plus 1/2 its racial HD.
CryoSilver

11-24-07, 10:42 PM
That's what I meant. HD = any kind of levels, and therefore, since he has 60 HD and 1 level of swordsage his IL is 31.
The_Cheeseman

11-25-07, 08:54 PM
Why complicate matters by stacking on a million templates when you can just advance its Hit Dice? The tarrasque is pretty unique in that its advancement entry has no maximum, so its entirely within the rules to give it 300 HD and just calculate its stats from there.

Dragon issue 359 included an advanced tarrasque at CR 30 with 76 HD (I believe). If you're characters are demigods, they're probably at least ECL 35-40, so you'd only need to add maybe another 50 HD o so to make it interesting. However, there are a lot of glaring flaws in the tarrasque's design (lack of flight, inability to dispel magical effects, vulnerability to touch attacks, etc.) that make it rather unsuitable for epic levels campaigns. If you change the monster enough that it no longer fights like the tarrasque, looks like the tarrasque, or has similar stats to the tarrasque, why bother using a tarrasque at all? Use a great wyrm time dragon and just give it regeneration that cannot be overcome by anything.

It would probably take a lot longer to apply 10 different templates than to simply design an original monster. Plus, such a mish-mash of unrelated templates is bound to result in an encounter that is impossibly complicated to run, and therefore the monster's actual potential for in-game challenge is reduced. It also hurts the internal consistency of the campaign setting when half-dragon, half-fiendish, pseudonatural, paragon tarrasque quasi-deities appear without warning to attack the party.
Kain_Darkwind

11-25-07, 09:37 PM
Why complicate matters by stacking on a million templates when you can just advance its Hit Dice? The tarrasque is pretty unique in that its advancement entry has no maximum, so its entirely within the rules to give it 300 HD and just calculate its stats from there.

Dragon issue 359 included an advanced tarrasque at CR 30 with 76 HD (I believe). If you're characters are demigods, they're probably at least ECL 35-40, so you'd only need to add maybe another 50 HD o so to make it interesting. However, there are a lot of glaring flaws in the tarrasque's design (lack of flight, inability to dispel magical effects, vulnerability to touch attacks, etc.) that make it rather unsuitable for epic levels campaigns. If you change the monster enough that it no longer fights like the tarrasque, looks like the tarrasque, or has similar stats to the tarrasque, why bother using a tarrasque at all? Use a great wyrm time dragon and just give it regeneration that cannot be overcome by anything.

It would probably take a lot longer to apply 10 different templates than to simply design an original monster. Plus, such a mish-mash of unrelated templates is bound to result in an encounter that is impossibly complicated to run, and therefore the monster's actual potential for in-game challenge is reduced. It also hurts the internal consistency of the campaign setting when half-dragon, half-fiendish, pseudonatural, paragon tarrasque quasi-deities appear without warning to attack the party.


I think the OP sort of wanted to do it like a game. Sort of like the game where each person writes a sentence and together they tell a story, but in this case, we'd just be building a massive tarrasque.
DonThelonious

11-25-07, 11:05 PM
I think the OP sort of wanted to do it like a game. Sort of like the game where each person writes a sentence and together they tell a story, but in this case, we'd just be building a massive tarrasque.

Yes. This is exactly what I wanted. Though I just might throw different incarnations of this at my players.


Of course we could just take something like the squirrel and add X# of templates....
Silversheen197

11-25-07, 11:26 PM
One word (err, template): Multiheaded. You can have a tarrasque with 30 heads!!! (!!) And each head adds +2 Con, 2 HD, and a +2 bonus on Search, Spot, and Listen checks. With all thiry heads taken into account, your looking at a tarrasque that has a Con score of 93 and Hit Dice of 106d10+4364!!! Advance it to the max (assuming max = 3x normal HD), add the half dragon template and give it divine rank 0 and the thing has 10,926 hp, without even considering any feats or ability score improvements you might give it to increase that! For more rules-legal madness, give it the monstrous beast template 3 times (nothing in the template says it can't be added more than once) to give it a fire breath weapon, a cold breath weapon, and a petrifying gaze. The gaze attack will have a save DC of 153, once again without feats factored in! Add half-fiend (as you've already done) and you've got a god-killing machine!

I know there's more to it than this, but this is a good starting point. Hope your players have fun! :evillaugh :devil: :evillaugh :cloud9:
SweetZombieJesus

11-25-07, 11:42 PM
Well, game on! Here's an easy one:



Tarrasque
Size/Type: Colossal Magical Beast (Outsider, Augmented, Extraplanar)
Hit Dice: 480+1074 (1554 hp)
Initiative: +7
Speed: 40 ft. (4 squares), Fly 40 ft. (Average)
Armor Class: 47 (-8 size, +10 Dex, +35 natural), touch 12, flat-footed 37
Base Attack/Grapple: +48/+81
Attack: Bite +59 melee (4d8+19/18-20/×3)
Full Attack: Bite +70 melee (4d8+30/18-20/×3) and 2 horns +65 melee (1d10+15) and 2 claws +65 melee (1d12+15) and tail slap +65 melee (3d8+15) OR 12 tentacle rakes +70 melee (2d8+30)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, smite good 1/day, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell-like abilities, spell resistance 240, constant insight, rotting constriction, resist electricity and acid 70
Saves: Fort +43, Ref +34, Will +25
Abilities: Str 71, Dex 30, Con 47, Int 7, Wis 24, Cha 16
Skills: Listen +32, Search +14, Spot +22, Survival +19 (+21 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)
Environment: Any
Organization: Solitary
Challenge Rating: 34
Treasure: None
Alignment: Always neutral
Advancement: 49+ 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 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.

Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities (Sp)
Caster level 48, and the save DCs are Charisma-based.
3/Day: Darkness, Poison, Unholy Aura.
1/Day: Desecrate, Unholy blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction.

At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.

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.

Constant Insight (Su)
The tarrasque makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Rotting Constriction (Ex)
Once the tarrasque has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Alternate Form (Su)
At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Kain_Darkwind

11-26-07, 03:09 AM
Tarrasque
Size/Type: Colossal Outsider (Augmented Magical Beast, Extraplanar)
Hit Dice: 88d10+3098 (3978 hp)
Initiative: +18
Speed: 40 ft. (4 squares), Fly 40 ft. (poor)
Armor Class: 62 (+10 Dex, +50 natural, -8 size), touch 12, flat-footed 52
Base Attack/Grapple: +88/+136
Attack: Bite +127 melee (4d8+19/18-20/×3) or spines +105 ranged (4d6 + 32) or sonic ray +105 ranged touch (15d6 sonic)
Full Attack: Bite +127 melee (6d8 + 32 /18-20/×3) and 2 horns +127 melee (2d8 + 16) and 2 claws +127 melee (3d6 + 16) and tail slap +127 melee (4d8 + 16) and 22 tentacle rakes +127 melee (3d8 + 32)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rotting constriction, rush, smite good 1/day, spell-like abilities, swallow whole, trample
Special Qualities: Alternate form, carapace, constant insight, damage reduction 15/epic, darkvision 120 ft., fast healing 60, immunity to fire, ability damage, disease, energy drain, mind affecting and poison, regeneration 40, scent, spell resistance 440, resistance to acid 120, cold 125, electricity 120 and sonic 125
Saves: Fort +77, Ref +60, Will +65
Abilities: Str 75, Dex 30, Con 61, Int 2, Wis 24, Cha 36
Skills: Listen +52, Search +14, Spot +42, Survival +19 (+21 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Force of Personality, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (horn), Improved Natural Attack (tail), Improved Natural Attack (tentacle), Iron Will, Multiattack, Power Attack, Toughness (6)
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative 31
Environment: Any
Organization: Solitary
Challenge Rating: 49
Treasure: None
Alignment: Always neutral
Advancement: 89+ HD (Colossal)
Level Adjustment: +5


The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak. The tarrasque does not need to breathe.

Combat
The tarrasque attacks with its claws, teeth, horns, tentacles and tail. Its shooting spines have a range increment of 200 ft. Its sonic ray has a range of 300 ft.
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.

Breath Weapon
Once every 1d4 rounds, 10 x 10 x 100 ft. line dealing 60d6 sonic damage. (Reflex DC 79 half)

Frightful Presence (Su)
The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 67 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.

Rotting Constriction (Ex)
Once the tarrasque has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the tarrasque regains 10 lost hit points.

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

Shockwave (Ex)
As a standard action, the tarrasque can cause a localized tremor by jumping on the earth. All creatures within 100 feet must make a Reflex save (DC 86) or fall prone. Structures in the area take 4d6 points of damage.

Smite Good (Su)
Once per day the tarrasque can make a normal melee attack to deal 20 extra damage against a good foe.

Spell-Like Abilities (Sp)
Caster level 20th
Always active - see invisibility
At will—blur, dimension door, shield, unhallow.
9/day - fly
Caster level 88th
3/Day: Darkness, Poison (DC 67), Unholy Aura.
1/Day: blasphemy (DC 30), contagion (DC 27), [i]desecrate, destruction (DC 30), horrid wilting (DC 31), summon monster IX (fiends only), unhallow, unholy blight (DC 27)

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.

Trample (Ex)
4d12 + 32, Reflex half DC 86. The Reflex save is strength based.

Alternate Form (Su)
At will, the tarrasque can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against the tarrasque in this alternate form.

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.

Constant Insight (Su)
The tarrasque makes all its attacks with a +15 insight bonus. It is not affected by the miss chance that applies to attacks against a concealed target.

Death Throes (Su)
When killed, the tarrasque explodes in a burst of energy, dealing 40d6 cold and 40d6 sonic damage to everything within 400 feet. (Reflex DC 79 half)

Reflect Spells (Su)
Spells that fail to penetrate the tarrasque's spell resistance are reflected back upon their caster.

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 3988 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 3988 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.
Banatine

11-26-07, 08:19 AM
One very simple way to increase this tarrasque's survivability is to replace those 6 Toughness feats for 6 Improved Toughness feats.

That way he gains 528 hit points. rather than 18... (for those who suck at math, that's a +510 HP profit on the standard hp. And even more if we increase his HD to absurd levels)

For the 'ultimate' terrasque, i think you might enjoy reading this (http://d20npcs.wikia.com/wiki/Brobdignagian_Teratoid_Tarrasque).
Kain_Darkwind

11-26-07, 10:43 AM
One very simple way to increase this tarrasque's survivability is to replace those 6 Toughness feats for 6 Improved Toughness feats.

That way he gains 528 hit points. rather than 18... (for those who suck at math, that's a +510 HP profit on the standard hp. And even more if we increase his HD to absurd levels)

For the 'ultimate' terrasque, i think you might enjoy reading this (http://d20npcs.wikia.com/wiki/Brobdignagian_Teratoid_Tarrasque).

Improved Toughness doesn't stack and can't be taken multiple times. Which is why I rewrote Epic Toughness to do so. (It gives 2 hp per HD and can be taken multiple times) Alertness is another prime feat for cancellation.

However, as stated before, merely improving the tarrasque was not the OPs goal, but in playing a sort of game where each person adds a template to the tarasque posted before him.
Ace_of_time

11-26-07, 11:49 AM
Just add fly 100' average, change it to outsider/ extraplane, and make it also immune to drain attack.
snakeman830

11-26-07, 05:44 PM
Add the Winged template. It's not that great of an upgrade, but you can choose the appearance of the wings.

A tarrasque with butterly wings is an amusing image indeed.
Kain_Darkwind

11-26-07, 06:42 PM
However, as stated before, merely improving the tarrasque was not the OPs goal, but in playing a sort of game where each person adds a template to the tarasque posted before him.

Guess no one's paying attention to the OP, huh?
DonThelonious

11-26-07, 06:47 PM
I noticed...
Ace_of_time

11-27-07, 12:56 AM
OK, I'll add Multi head template from SS. If we have to post stats it will have to wait till tomorrow because my kids stole my SS book.
Banatine

11-27-07, 02:04 PM
However, as stated before, merely improving the tarrasque was not the OPs goal, but in playing a sort of game where each person adds a template to the tarasque posted before him.

Actually i did technically follow the rules. It is a tarrasque with added templates...
Kain_Darkwind

11-27-07, 05:36 PM
Actually i did technically follow the rules. It is a tarrasque with added templates...


Even if you 'technically' did, which I doubt, it doesn't matter because you 'actually' didn't. Because if you had, I would be seeing stats for a psuedonatural half fiend kaiju SOMETHING tarrasque on the thread. And I don't.
Suspect_Unusual

11-27-07, 06:03 PM
If we want this to be as powerful as possible, the key would be to focus first on templates that apply to magical beasts that DO NOT CHANGE THEIR TYPE. Multiheaded is a good starting point, so let's work from there.

Added to our 30-head multiheaded Tarrasque is the Phrenic template, which given our current Tarrasque's 102 HD, is going to be painfully helpful.

Consider: Manifester level is equal to the creature’s HD/

Consider: Psi-like abilities automatically are augmented to the full manifester level.

Consider: Many of the psi-like abilities our Phrenic Tarrasque gets automatically increase their Save DCs through augmentation.

Force Screen? lasts 102 hours, giving an armor bonus to AC of 54.
Defensive Precognition? lasts 102 minutes, gives an insight bonus to AC and saves of 34.
Mind Thrust? Will Save negates, DC 61 +cha modifier, 102d10 damage.
Ultrablast? Will save 1/2, DC 61 +cha modifier, 102d6 damage in 15 ft radius spread from you.
Fission? Speaks for itself.

This is on top of it's new and improved power resistance (default - applies to spells too), equal to 112. It's also psionic (so it can take psionic feats -Deep Impact, anyone?), and as an added bonus, it's smarter, wiser, and more charismatic than it was before (+2 int/wis, +4 cha).

Alrighty, folks, throw on another magical-beast template that doesn't change the type! We're milking this motherharbler for all it's worth.
Suspect_Unusual

11-27-07, 06:18 PM
Templates that have been mentioned that don't work:

1. Monstrous Beast, Savage Species.

Magical Beasts don't qualify for it, and the types that DO qualify for it are at the base of the type pyramid, which means a Tarrasque can never qualify for it.

2. Winged Creature, Savage Species.

Magical Beasts don't qualify, though giant and monstrous humanoids do. If you can convert the Tarrasque to either, you're set.



Keep in mind the type pyramid, peeps!

1. Animal, Humanoid, Vermin.
2. Magical Beast, Monstrous Humanoid.
3. Fey, Giant
4. Dragon, Humanoid (Shapechanger)
5. Abberration
6. Elemental, Ooze, Plant
7. Construct, Outsider, Ooze

Don't apply Half-Dragon until all options 3 and under are used up. The Draconic template can be applied to Big T without changing his type, so that should be done. Don't forget that one template that turns creatures into plants (MM2 or 3, i forget which) for the 6th level. Let's keep this running by the book, so check your sources and available templates!
Ace_of_time

11-27-07, 06:39 PM
What about dragon born?
Suspect_Unusual

11-27-07, 06:56 PM
What about dragon born?

I'm disinclined towards Dragonborn, for two reasons:

1st, it isn't a template, so by definition, it's applied last unless it can be an aquired template... and those aren't as fun (or as easy to qualify for) as inherited templates.

2nd, it wipes away all special qualities of the base race... including not only the Tarrasque's impressively awesome regeneration, DR, SR, Carapace, etc., but also whatever other stuff we manage to add on through templates.

Dragonborn is a no-go, as far as I'm concerned.
Aleolus

11-27-07, 07:15 PM
I'm disinclined towards Dragonborn, for two reasons:

1st, it isn't a template, so by definition, it's applied last unless it can be an aquired template... and those aren't as fun (or as easy to qualify for) as inherited templates.

2nd, it wipes away all special qualities of the base race... including not only the Tarrasque's impressively awesome regeneration, DR, SR, Carapace, etc., but also whatever other stuff we manage to add on through templates.

Dragonborn is a no-go, as far as I'm concerned.

...Dragonborn is a template. It's an acquired template, but it's still a template. Plus, a Dragonborn dose retain all the abilities of the base creature, unless my memory is failing me. I'll have to look it up.
Ace_of_time

11-27-07, 07:23 PM
Races of dragon book page 5.
Aleolus

11-27-07, 07:57 PM
I know where it is, I just don't have my books at the moment.
Ace_of_time

11-27-07, 08:00 PM
I asked because it isn't really clear what is lost and isn't.

OK, I'm still saying Mulit head and make it Lernaean type.
29 heads.
HD: +58 HD
AC: +29 NA
Con: +58
feats: free imp init and combat reflexes plus feat from extra HD
skills: +58 to listen spot and search
CR: +11

I think thats right. Plus the Lernaean thing makes it inmune to attacks. The only problem would be how would you kill it.

Note: all this would be added to the Big Tstats already.
Aleolus

11-27-07, 08:03 PM
EDIT: Damn, I hate it when this place double-posts, sorry about that.
Kain_Darkwind

11-27-07, 10:02 PM
Alrighty, folks, throw on another magical-beast template that doesn't change the type! We're milking this motherharbler for all it's worth.


The 'current tarrasque' is already an outsider. (Kaiju-psuedonatural-half fiend) I don't believe the 'restrictions' on templates and what they can be applied to are being adhered to though, so your concerns here are largely groundless. Note that the very first template, applied by the original poster, was half fiend. The tarrasque is neither evil nor does it have an Int of 4, so it would not qualify. But those limits are being ignored.

Draconic, dragonborn, half dragon...all of these are still fine.
Ace_of_time

11-27-07, 10:43 PM
Not to be a pest. but CREATING A HALF-FIEND
“Half-fiend” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature). It has been acceptable on other threads to take one level up points from one ability and put it on int for that template. Don't know if that was ok on this one but it is the OP thread.
Suspect_Unusual

11-27-07, 11:15 PM
The 'current tarrasque' is already an outsider. (Kaiju-psuedonatural-half fiend) I don't believe the 'restrictions' on templates and what they can be applied to are being adhered to though, so your concerns here are largely groundless. Note that the very first template, applied by the original poster, was half fiend. The tarrasque is neither evil nor does it have an Int of 4, so it would not qualify. But those limits are being ignored.

Draconic, dragonborn, half dragon...all of these are still fine.

Sorry, I figured the point of this thread wasn't to throw random templates that may or may not work on the Big T just for effect, but rather a game in which one Big T gets a Template added on, which gets a template added on by another person, etc.

It seemed more fun, to me, to start from the beginning (A Multiheaded Tarrasque is what I chose as my starting point, given another poster's contribution) and see how many templates can be worked in at each level of the pyramid. It's more challenging, and it's generally more legal... especially since it makes sure that the template progression works, which might be a problem for your method.

But hey, I'm not the OP: His thread, his rules.
Suspect_Unusual

11-27-07, 11:21 PM
I asked because it isn't really clear what is lost and isn't.

OK, I'm still saying Mulit head and make it Lernaean type.
29 heads.
HD: +58 HD
AC: +29 NA
Con: +58
feats: free imp init and combat reflexes plus feat from extra HD
skills: +58 to listen spot and search
CR: +11

I think thats right. Plus the Lernaean thing makes it inmune to attacks. The only problem would be how would you kill it.

Note: all this would be added to the Big Tstats already.

What is explicitly kept: Original type and subtype, racial hit die (and the resulting bab, HP, saves, etc), Ability modifier (on top of what Dragonborn gives you), Size, Powerful Build if any, Speed (but not racial speed-based abilities, ala dwarf speed in medium/heavy armor), language, and level adjustment.

Everything else is lost, which even in the normal Big T's case is his Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole, Carapace, DR 15/epic, Immunities, Regeneration, Scent, and Spell Resistance.

NOT. WORTH. IT.
Ace_of_time

11-27-07, 11:30 PM
Yeah that's what I thought so I pick the other one. Would rush be a speed based ability?

I think an agreed starting point would be best if the OP says ok. (less fighting that way)
Kain_Darkwind

11-27-07, 11:34 PM
Yeah that's what I thought so I pick the other one. Would rush be a speed based ability?

I think an agreed starting point would be best if the OP says ok. (less fighting that way)


The OP gave the starting point as half-fiend tarrasque. The other contributor and myself went from there.
DonThelonious

11-28-07, 01:18 AM
To be really honest I just threw Half-Fiend on it because it was the first one to come to mind:rolleyes:. I actually like Suspect_Unusuals approach a bit more, because as he said:

Sorry, I figured the point of this thread wasn't to throw random templates that may or may not work on the Big T just for effect, but rather a game in which one Big T gets a Template added on, which gets a template added on by another person, etc.

It seemed more fun, to me, to start from the beginning (A Multiheaded Tarrasque is what I chose as my starting point, given another poster's contribution) and see how many templates can be worked in at each level of the pyramid. It's more challenging, and it's generally more legal... especially since it makes sure that the template progression works, which might be a problem for your method.


My emphasis. I do have a very serious rules lawer in my group, and he tends to get... twitchy:twitch:.

So if anyone would like to throw together a stat block for the multiheaded tarrasque I will put it up on the front page as our starting point. Reset the game so to speak:).

Oh and as far as the Dragonborn template goes, well, its good for minor creatures but for something like big T it just wouldn't be very wise. So I think that may be one template we will have to say no on.
Suspect_Unusual

11-28-07, 01:26 AM
Don't forget the Phrenic - Phrenic was added by my first post in the thread! Everyone likes a Tarrasque that can increase all his saves and his AC by 30+ as a swift action that needs a dispel check of 113 and lasts 102 minutes. The Psionic Dominate (that lasts 102 days, and has a DC 61 +cha to negate) is just in case the Tarrasque ever wanted a Titan pet.

Wait a minute, the full 29 heads gives an extra 58 HD, so we're up to 106 HD. All the better for Phrenic!
Suspect_Unusual

11-28-07, 02:42 AM
Haven't finished redoing all the feats and skills, but i have the basic stats for the Phrenic Multiheaded (lernaean type) Tarrasque.

My formatting skills are pretty crappy, so keep that in mind.


Phrenic Lernaean-Multiheaded Tarrasque
Size/Type: Colossal Magical Beast (Psionic)
Hit Dice: 106d10 +4346 (4929 hp)
Initiative: +11
Speed: 50 ft. (10 squares)
Armor Class: 64 (-8 size, +3 Dex, +59 natural), touch 5, flat-footed 61
Base Attack/Grapple: +106/+
Attack: Bite +115 melee (4d8+17/15-20/×3)
Full Attack: 30 bites +115 melee (4d8+17/15-20/×3) and 2 horns +113 melee (1d10+8) and 2 claws +113 melee (1d12+8) and tail slap +113 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, and ability damage, regeneration 40, scent, psi-like abilities, power resistance 116, immune to attack, vulnerable to head-loss, darkvision 90 ft
Saves: Fort +95, Ref +57, Will +38
Abilities: Str 45, Dex 16, Con 93, Int 5, Wis 16, Cha 18
Skills:
Feats: Improved Initiative, Combat Reflexes, Stand Still, Mage Slayer, Darkstalker, Power Attack, Improved Critical (bite), Weapon Focus (bite), Cleave, Great Cleave, Run, Ghost Attack, Psionic Meditation, Up the Walls, Fleet of Foot, Improved Bull Rush, Snatch, Multiattack, Martial Study (Vanguard Strike), Martial Stance (Thicket of Blades), Martial Study (Burning Blade), Martial Study (Searing Charge), Awesome Blow
Epic Feats: Improved Combat Reflexes, Dire Charge, Spellcasting Harrier, Superior Initiative, Overwhelming Critical (bite), Devastating Critical (bite), Epic Speed, X, X, X, X, X, X, X, X, X
Organization: Solitary
Challenge Rating: 32
Treasure: None
Alignment: Always neutral
Advancement: 107+ 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 on a successful critical hit.

Frightful Presence (Su)
The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 67 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 4939 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.

Immune to Attack (Ex)
A Tarrasque’s body is immune to attack. The only way to slay the Tarrasque creature is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. The Tarrasque may never have more than twice its original number of heads; any heads it gains beyond that number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill the Tarrasque if they succeed (but see Regeneration). If the spell deals damage on a successful save, the damage is directed against one of the creature’s heads.
Severing a head requires hitting the creature’s neck (same AC as the Tarrasque itself) with a slashing weapon and dealing 164 damage.

Psi-like Abilities (Ps)
3/day – defensive precognition, mind thrust, empty mind, intellect fortress, Psionic teleport
1/day – force screen, body adjustment, brain lock, aversion, Psionic blast, psychic crush, Psionic dominate, energy current, tower of iron will, fission, ultrablast

Skills
The tarrasque has a +58 racial bonus on Listen, Spot, and Search checks. The Tarrasque also has a +2 bonus to Intimidate and Tumble checks.


The most important thing I did for the feats is this: As a psionic character, Improved Big T (IBT) is allowed to take psionic feats, and the feat IBT chose that's most important is Ghost Attack, which allows IBT to strike incorporeal creatures as if it's natural attacks were magic (though there's still a slight miss chance). All those ability-draining creatures can now be attacked and destroyed, though IBT is still quite vulnerable to masses of them.

Between Stand Still, Thicket of Blades stance, and Spellcasting Harrier, they ain't goin' nowhere and they'll regret that for 3 seconds before being torn to shreds. IBT can (and probably should) consider Power Attacking for at least 50 or so... that'd leave IBT with +65 to hit with 30 bites, and +63 to hit with all it's other natural attacks, all of which would get +50 damage.

There's a lot of other nifty things to consider as well (Darkstalker means IBT is going to max out hide and move silently... aaaaaahahahaha!), and I've already inumerated a few of the Phrenic template's benefits. Inertial Armor would always be on (4 or 5 of them would be overlapping, actually) and Defensive Precogniton could be put up as a Swift action.

Due to putting the Lernaean aspect on top of the Multi-headed template (good suggestion, earlier poster), IBT can't be killed except by cutting off all 30 of his heads and dealing at least 5 acid damage to each stump before the stump sprouts 2 heads where 1 used to be. To cut off a head requires hitting an AC of 64 and dealing 164 damage, which is doable but difficult enough to make most enemies cry. All of this must be done before a reasonable minimum of 1 minute has past - by that point, heads start growing back ANYWAY due to regeneration.

There's more to say about IBT, and he certainly could shore up a few weaknesses (Immunity to Acid would be lovely, as would flight - I'm thinking Half Black Dragon might be worth it when the time is rope), but with his worst save in the 70s so long as he gets to spend a swift action, well... it's nice. and I'd never want to face this thing, EVER.
Ace_of_time

11-28-07, 07:59 AM
What about celestial? No type change. Sub type extra planer. Resistance acid, cold, and electricity. It would have to be good though.

Also woodling would get him spell like abilities and a heavy spread of immunities including that polymorphing loop hole they keep trying online. Don't know if he would keep his fire immunity, It doesn't say he losses it but is supposed to gain vun to fire?
elondir

11-28-07, 09:18 AM
Okay, here I go, I'm not sure if all these can be stacked or not, or the final CR, but...

A vampiric werebear awakened corrupted multiheaded (12) winged half-dragon (your choice) fiendish entropic anarchic pseudonatural (ELH version) paragon tarrasque of legend.
Ace_of_time

11-28-07, 10:54 AM
I thought we were trying to stay away from the ones that make it loss regen. That means any undead would be out. Plus a big hit to HP from lossing con scores. (minus 4346)

Note who ever does the feats don't forget the epic feat that lets him use his full attack after a charge. That plus rush makes it sweet.
snakeman830

11-28-07, 05:35 PM
The first template that comes to mind for not changing type (that, of course, hasn't been used yet), is Dark creature.

IBT getting HiPS? +10ft land speed? Why not?

Oh, and Winged will work on the IBT. It can legally be applied and doesn't change the type at all. Giving IBT a fly speed is enough to shore up a major weakness. (especially since it would gain Perfect maneuverability from it).

Hmm. Let's look into my sig for more, shall we?

When the time comes, I reccomend the Half-troll template to make it a giant. This will open up many template opportunities, including Lycanthrope (which could have non-type changing templates thrown onto the animal)

That's all I've got time for now, but I hope to continue later.
Suspect_Unusual

11-28-07, 11:36 PM
Snakeman:Oh, and Winged will work on the IBT. It can legally be applied and doesn't change the type at all. Giving IBT a fly speed is enough to shore up a major weakness. (especially since it would gain Perfect maneuverability from it).

Are you... sure?

My Savage Species:"Winged" is an inherited template that can be added to any animal, giant, humanoid, monstrous humanoid, or vermin...

I don't see magical beast anywhere, though an animal or vermin that takes the template becomes a magical beast. Is it in eratta or something?
Suspect_Unusual

11-28-07, 11:39 PM
Okay, here I go, I'm not sure if all these can be stacked or not, or the final CR, but...

A vampiric werebear awakened corrupted multiheaded (12) winged half-dragon (your choice) fiendish entropic anarchic pseudonatural (ELH version) paragon tarrasque of legend.

I'm not exactly sure how you're getting Werebear (How'd the creature become a humanoid or giant?), and as mentioned, vampire is bad juju - we want to keep that 93 con.

Regardless, let's take this one or two steps at a time... it's not a game that posters can continually contribute if you just take your game piece and move it 20 times around the board, collecting 200 dollars each time, before anyone else gets to have their turn. :P
Suspect_Unusual

11-28-07, 11:43 PM
I thought we were trying to stay away from the ones that make it loss regen. That means any undead would be out. Plus a big hit to HP from lossing con scores. (minus 4346)

Note who ever does the feats don't forget the epic feat that lets him use his full attack after a charge. That plus rush makes it sweet.

Dire Charge. Big T, as posted, has it.

Another feat he MUST have, in my opinion, is Steadfast Determination, from the Player's Handbook 2. It requires Endurance, so it costs IBT 2 feats, but it gives him 1) HIS CONSTITUTION MODIFIER TO HIS WILL SAVES instead of wisdom (that's a +41 modifier instead of a +3... yeah, that's nice), and 2) he no longer fails a Fortitude roll on a natural 1" tactics.

So much for the "I reduce his will-save enough to Dominate/Bind/Plane Shift him" or "I baleful polymorph at will, EVENTUALLY forcing a roll of a 1.

Say, that also makes him immune to Death By Awesome. Sweeeeeeet.
Suspect_Unusual

11-28-07, 11:48 PM
Things IBT needs to avoid the common vulnerabilities listed in "How to kill the Tarrasque in 3 easy steps" threads:

The ability to breath water or not have to breath at all.
Immunity to Acid (His stumps can no longer, then, be cauterized. This means IBT will, no matter what, sprout 2 heads from any stumps in 1d4 rounds. Better chop all 30 off in 1 or 2 rounds, enemies...)
Immunity to Ability Drain (******* pesky Allip swarms!).
Immunity to Mind-Affecting effects.
Better methods for dealing with Ethereal/Incorporeal enemies.
Ace_of_time

11-29-07, 06:53 AM
I think woodling might be good for this. You'll have to look at it. I think it covers most of the and gain plant traits to boot.
Kain_Darkwind

11-29-07, 07:47 AM
The Kaiju template I added originally gave immunity to mind affecting, no breath, and could have gained immunity to acid (but I gave immunity to sonic instead)

It also tossed on 40HD.
DonThelonious

11-29-07, 08:35 AM
Immunity to sonic is a very good thing, since so few things are resistant (let alone immune:rolleyes:) my players try like hell to abuse it. And the 40 extra HD are nothing to scoff at. If my math is correct and my knowledge of the books true then that would mean at least 13 more feats. The templates are going to make thing even more of a monster, but I think it is going to be the feats that make it something truly terrifying...

And maybe a divine rank or two... Some sweet salient divine abilities:cool:.
Kain_Darkwind

11-29-07, 11:05 AM
Immunity to sonic is a very good thing, since so few things are resistant (let alone immune:rolleyes:) my players try like hell to abuse it. And the 40 extra HD are nothing to scoff at. If my math is correct and my knowledge of the books true then that would mean at least 13 more feats. The templates are going to make thing even more of a monster, but I think it is going to be the feats that make it something truly terrifying...

And maybe a divine rank or two... Some sweet salient divine abilities:cool:.


Simply changing the original tarrasque's feats around can make it a horribly challenging encounter. It qualifies for most epic feats under most definitions.

Its main weakness has always been its inability to deal with incorporeal enemies. The allip is not deadly to it simply because it deals ability score drain, but because it can do so without fearing reprisal from the tarrasque. The breath and mind affecting issues are typically either tricks or twinks...the tarrasque can save against most spells with a 95% success ratio.
narack

11-29-07, 12:42 PM
Hehe Tarrasque with Exalted deeds stuff. you make her redeemed vilains with Voe of poverty
Suspect_Unusual

11-29-07, 03:03 PM
Kain:

I'm not familiar with the Kaiju template. Can I assume it's a Dragon Magazine addition? Additional HD are not only awesome, they're KICKASS and synergize well with the Phrenic template. That'd make the SR 156 instead of 116, and would up all those power-like abilities. The HP of each neck would also increase (even if Kaiju doesn't increase con, it would still be granting 46 HP per HD, which is roughly 1.5 HP per head.

I partially delt with the Tarrasque's inability to target incorporeal/ethereal creatures, using the Ghost Attack psionic feat (which I believe explicitly allows the Tarrasque's natural attack to damage incorporeal even if it couldn't before), but either a better method is needed (hard to do with just feats, unless you know how to get IBT turning attemps :eek: ) or IBT must be immune or resistant to ability drain.



I don't think we have to be worried about sonic damage in any way, shape, or form - no form of attack deals damage to IBT due to the Larnaean Multiheaded template, so only slashing, fire, and acid damage (among the normal damage types) are of any worry to IBT. Ability drain, as mentioned earlier, is still an issue we need to deal with somehow.

Naberious doesn't heal ability drain, does he?

Edit: He does, but not quickly (1 point per hour), and you can't access him without a level in binder.

Damn.
Kain_Darkwind

11-29-07, 03:50 PM
Kain:

I'm not familiar with the Kaiju template. Can I assume it's a Dragon Magazine addition? Additional HD are not only awesome, they're KICKASS and synergize well with the Phrenic template. That'd make the SR 156 instead of 116, and would up all those power-like abilities. The HP of each neck would also increase (even if Kaiju doesn't increase con, it would still be granting 46 HP per HD, which is roughly 1.5 HP per head.

It actually does increase Con and Str, by 6 points, I think. It is in Dragon, in the Oriental Adventures issue.

Keep in mind that the best SR, bar none, is from the psuedonatural (epic level handbook) template. HD x 5. On the regular tarrasque, that kicks it up to SR 240. With all the additional HD the templates are adding, the SR is effectively infinite.
Suspect_Unusual

11-29-07, 03:54 PM
Nifty. When Pseudonatural gets added, we'll effectively have a Golem's immunity to magic. Phrenic's power resistance can be there just in case he uses Non-transparency. ^_^

Do you know, by chance, which Dragon # Kaiju is in? "The Oriental Adventures one" doesn't help much.

Edit: Found it, at least a 3.0 version of it... is there an official 3.5 translation of it? Some of this stuff isn't going to work in 3.5.

Edit2: Ahhhh, craptastic. Unless there's a 3.5 translation that we can work with, Kaiju isn't going to work - it can only be applied to creatures of Tiny to Huge size!

IBT is ineligible for Kaiju-fication, unless we can get him to a smaller base size somehow.
Kain_Darkwind

11-29-07, 04:45 PM
Nifty. When Pseudonatural gets added, we'll effectively have a Golem's immunity to magic. Phrenic's power resistance can be there just in case he uses Non-transparency. ^_^

Do you know, by chance, which Dragon # Kaiju is in? "The Oriental Adventures one" doesn't help much.

Edit: Found it, at least a 3.0 version of it... is there an official 3.5 translation of it? Some of this stuff isn't going to work in 3.5.

Edit2: Ahhhh, craptastic. Unless there's a 3.5 translation that we can work with, Kaiju isn't going to work - it can only be applied to creatures of Tiny to Huge size!

IBT is ineligible for Kaiju-fication, unless we can get him to a smaller base size somehow.

You will note the sidebar that actually says the template can be applied to other creatures, but to be careful? I don't have my copy handy, but I remember that in there when I was applying it to him.

Another option is a reduce size ability. Another is to assume the template was applied to a younger, smaller tarrasque.
Suspect_Unusual

11-29-07, 04:57 PM
Unfortunately, the sidebar allows other creature TYPES, but not other creature SIZES. The Kaiju template is still limited by size.

We'd need a template that shrinks the IBT by at least 2 size categories for Kaiju to be applied. We'd also need to translate Kaiju to 3.5, and that's moving into somewhat dangerous territories.

Know of any Reduce Size abilities we could make use of? A somehow permanant Reduction power (augmented to 2 size categories) might work, though I'm not sure if the Kaiju template is supposed to be inherited or acquired (it doesn't state it in the template).

Applying a 3.5 workable Kaiju template would greatly benefit our current IBT, allowing (among many other things) immunity to acid, cold,electricity, sonic, and disease, no need to breath, Supernatural See Invisibility, and pretty much every additional movement type. The +20 charisma is very nice for a lot of IBT's abilities.

There are a few problems, however, since a kaiju's intelligence drops to 2 - that kind of sucks, and I'm hoping we can bring IBT to at least 15ish int by the end of our game.
DonThelonious

11-29-07, 05:04 PM
Isn't there a template that can be applied to magical beasts and what not that reduces their size without reducing much of their strengths? I think it was the Dungeon Creature or something like that. I will look around and see if I can track it down.

I remember the template because it is used primarily to to take much larger monsters from the outside world and shrink them down so they will fit in a dungeon comfortably as guardians.

Damned if I can remember though...
Suspect_Unusual

11-29-07, 05:15 PM
Isn't there a template that can be applied to magical beasts and what not that reduces their size without reducing much of their strengths? I think it was the Dungeon Creature or something like that. I will look around and see if I can track it down.

I remember the template because it is used primarily to to take much larger monsters from the outside world and shrink them down so they will fit in a dungeon comfortably as guardians.

Damned if I can remember though...

Imma search Dungeonscape now...


Dungeonbred Monster it is! It only reduces IBT to Garguantuan, though, so we need another size-decreaser. It also reduces his attack and AC some, but it's survivable. On the plus side, if we can get the Kaiju template applied, he'd gain all that back to normal Collossal stats, +4 str and con on top! he'd also get a free Improved Natural Attack on all his natural attacks, which is a nice bonus.
Ace_of_time

11-29-07, 05:21 PM
Would reducing his size make him loss some natural Attacks and str? That said if you want to reduce his size just use magic.

I also have seen some people worry about the flying thing. It'll get that with half dragon. There is also a feat that gave a reg dragon breath as long as it has enough HD which I'm sure it will. We were also going to use one type of dragon that gives immunity to acid. So Some said black but there are a few more more would give acid beside that one. But if we could get the acid thing from something else the we could go half fang dragon and get 1d4 con damage on bite attacks. What do you think? Also how many feats do we have left assuming you did't use them all?

Note: half shadow would give imu to energy drain attack and we could get a level draining breath to boot.
Suspect_Unusual

11-29-07, 05:39 PM
Would reducing his size make him loss some natural Attacks and str? That said if you want to reduce his size just use magic.

I also have seen some people worry about the flying thing. It'll get that with half dragon. There is also a feat that gave a reg dragon breath as long as it has enough HD which I'm sure it will. We were also going to use one type of dragon that gives immunity to acid. So Some said black but there are a few more more would give acid beside that one. But if we could get the acid thing from something else the we could go half fang dragon and get 1d4 con damage on bite attacks. What do you think? Also how many feats do we have left assuming you did't use them all?

Note: half shadow would give imu to energy drain attack and we could get a level draining breath to boot.

1. I don't believe it would reduce the number of heads we're allowed, since Multiheaded could be applied before Dungeonbred. Yes, Strength would decrease, but if you apply Kaiju, all the strength, con, and natural armor you lose would be regained, +4 str/con.

2. I'm not really worried about flight - we've got a LOT of templates to go before we're done, and flight is bound to be there. I'm just very happy with the +40 HD Kaiju brings, the fact that Kaiju can have the ability to not need to breathe, and their +20 charisma (which would make IBT more pimp than a lot of 21st level sorcerers). If we apply Kaiju, though, I want it to be as early as possible - the "sets intelligence to 2" part bugs me, because I want IBT capable of outwitting at least the party fighter, if not the party wizard. A Supernatural See Invisibility is nice, too, since that'll help IBT spot incoming ethereal and/or incorporeal threats... and deal with them appropriately.

3. Dragons can take a feat to get them a Breath weapon every 1d4 rounds? I knew you could make a half-dragon's breathe do that, but i didn't know you could grant one entirely. Draconomicon, i presume?

4. IBT is, IIRC, already immune to energy drain. A half-dragon immune to ability drain would be worth it, though.


EDIT: Damn, mistake. Disregard edit, disregard edit!
Kain_Darkwind

11-29-07, 05:59 PM
What prevents you from applying dungeonbred twice to make the tarrasque Huge?

As for a breath weapon, the kaiju comes with a 10d6 breath weapon every 1d4 rounds and if you take the ability again, that makes it a 20d6 breath weapon.

Re: dropping Int to 2, the best thing you can do is just apply kaiju first (or after all the bonus HD templates) so that all the other Int bonuses (from later) counteract it. Paragon template will get us +15 to all ability scores.
Ace_of_time

11-29-07, 06:11 PM
Sorry my misstake on that energy drain I was think one thing and seeing something else. As to the feat. It is the half dragon feat from race of dragon book. only works on half dragon. Yes I have the dragon book I can get water breathing from about 7 different dragons. I'll keep looking for ability drain. Also found an acid immunity. Acid born +2 NA, 1d6 acid damage to NW attacks, and another +4 to con.
Suspect_Unusual

11-29-07, 06:11 PM
What prevents you from applying dungeonbred twice to make the tarrasque Huge?

As for a breath weapon, the kaiju comes with a 10d6 breath weapon every 1d4 rounds and if you take the ability again, that makes it a 20d6 breath weapon.

Re: dropping Int to 2, the best thing you can do is just apply kaiju first (or after all the bonus HD templates) so that all the other Int bonuses (from later) counteract it. Paragon template will get us +15 to all ability scores.

It seems like it's cheating, for one, plus I don't know how legal that would be - it seems to fall under the stacking rules, though not completely, but enough to make me wary.

Phrenic will have to wait until after Kaiju, if we can make it work (preferrably, for my peace of mind, without just using Dungeonbred x2).

Also, I don't see anything in the Kaiju template's text saying you can take the Breath Weapon ability twice. It's mostly unneccessary, since all 30 heads get the breath weapon (as per Multiheaded template), which means the base 10d6 energy breath weapon translates into 300d6 energy damage. Barring energy resistance, that's gotta sting. Preferrably sonic, to teach those players to mess with sound.

"Did it just roar at us for 1000 sonic damage?"
"Yes."
Suspect_Unusual

11-29-07, 06:13 PM
Edit: Ignore, please.
Suspect_Unusual

11-29-07, 06:15 PM
Ace of Time:

Sorry my misstake on that energy drain I was think one thing and seeing something else. As to the feat. It is the half dragon feat from race of dragon book. only works on half dragon. Yes I have the dragon book I can get water breathing from about 7 different dragons. I'll keep looking for ability drain. Also found an acid immunity. Acid born +2 NA, 1d6 acid damage to NW attacks, and another +4 to con.


One problem: Acidborn requires the creature to have the Aquatic subtype, which IBT doesn't currently have.

As for the breath weapon from the half-dragon, I'm leaning very heavily towards a Cone of Force - deals with pesky allip-swarms like few other things can.

Water breathing is helpful to get, but I'd prefer not having to breathe at all. If that's not possible, water breathing will have to do. ^_^
Ace_of_time

11-29-07, 06:24 PM
What prevents you from applying dungeonbred twice to make the tarrasque Huge?

As for a breath weapon, the kaiju comes with a 10d6 breath weapon every 1d4 rounds and if you take the ability again, that makes it a 20d6 breath weapon.

Re: dropping Int to 2, the best thing you can do is just apply kaiju first (or after all the bonus HD templates) so that all the other Int bonuses (from later) counteract it. Paragon template will get us +15 to all ability scores.That's good. I don't have access to that book. The dragon book's meta breath feats work just as long as you have one. You don't have to be a dragon and quicken breath would make that 20d6 breath weapon and make it a free action. Does it have to stay at 2 or can we use the Ability score increases from the HD gained.
Suspect_Unusual

11-29-07, 06:34 PM
That's good. I don't have access to that book. The dragon book's meta breath feats work just as long as you have one. You don't have to be a dragon and quicken breath would make that 20d6 breath weapon and make it a free action. Does it have to stay at 2 or can we use the Ability score increases from the HD gained.

You can increase it as normal, it just "resets" the int at 2.
Ace_of_time

11-29-07, 06:41 PM
so you could add the template on, reset int, and the just add the 10 ability points from the HD to gain a 12 int. if not you will most likly get more HD. Found another acid one. Called corrupted creature among other things it increase the DC of all SA DCs by 4. Also increases damage from NW weapon up by one size if you are changing the size down.
DonThelonious

12-06-07, 01:02 AM
So what all templates are we at so far?

I know we have the multiheadsed going on. Possibly Dungeonbred, as well as a reworked Kaiju. If these are correct than I will ad dthe templates on and post the stats. I will need stats for the Kaiju though, so if one of you all would send them along to me I would appreciate it;).