Terry reaches back into the cave after the second archer, his wide sweep catching the man before he could escape.
Crunch
Miss chance 50% really kinda stings. Although he is at +8 to-hit.
..... Pretty sure that missed. not positive. is it low or high that misses?
ohh well. was hoping to take a few steps west, guess it's just a FRA and 5' west now.
and I mucked up the to-hit roll for the first claw (it deleted dice twice, because I clicked in-line with the removal x, but nowhere near the x itself. UGG), not that it matters since it failed the miss chance anyways.
I found my old rolling standard. I think that's *one* hit. by the tail.
Statblock
Colossal Magical Beast
Hit Points/Dice: 442 / 17d12
Initiative: +2+2 Dex
Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares)
Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect
Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect
Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield
Other Defenses: Damage Reduction 8+8 Beginning of the End
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity
Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size
Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed
1d8 Medium Tiny Small
1d10 Large Small Medium
2d8 Huge Medium Large
3d8 Gargantuan Large Huge
4d8 Colossal Huge Gargantuan
6d8 Colossal+ Gargantuan Colossal
8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement)
Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement
Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed
1d8 Medium Tiny Small
1d10 Large Small Medium
2d8 Huge Medium Large
3d8 Gargantuan Large Huge
4d8 Colossal Huge Gargantuan
6d8 Colossal+ Gargantuan Colossal
8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement)
Space/Reach: 30ft./20 ft.
Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size.
Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight.
Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.
In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight.
Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.
In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier.
At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round).
At 12 HD the Tarrasque may use this ability as a swift action.
At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round.
At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.
Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.
The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage.
At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.
In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.
Whirlwind Attack: [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.
This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier.
You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.
Earthquake
Evocation [Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.
It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.
Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.
As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.
Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque.
The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements.
Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.
If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.
In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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.
In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved
Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
Steadfast Determination: Replace Wis mod with Con mod.
Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base
Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
Feats: Alternate Form [Monstrous]Alternate Form [Monstrous]
Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.
Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General]
You are adept at striking to deal nonlethal damage even with normal weapons.
Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons.
Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks.
Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination
Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.
Prerequisite: Endurance
Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance
Through extensive practice and meditation, you can lower your spell resistance quickly.
Prerequisite: Spell resistance
Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn.
Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous]
Prerequisite: Alternate Form, character level 6th
Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form.
Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.