Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Tarrasque

Edit Page Content

This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.

The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.

Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.

Special Abilities

Carapace (Su) The tarrasque's scales deflect cones, lines, rays, and Magic missile Spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics Checks made to jump, and has a +24 racial bonus on Acrobatics Checks made to jump.

Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.

Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics Bonus on checks made to jump to +87.

Spines (Ex) The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.

Attributes

AC
40, Touch 5, Flat-footed 37 (+3 Dex, +35 Natural, -8 Size)
Alignment
N
Aura
Frightful Presence (300 Ft., Dc 27)
Base Atk
+30
CMB
+53 (+57 Grapple)
CMD
66
CR
CR 25
Cha
14
Con
34
Creature Type
Magical Beast
DR
15/epic
Dex
16
Environment
Any
Feats
Awesome Blow , Blind-fight , Bleeding Critical , Cleave , Combat Reflexes , Critical Focus , Great Cleave , Great Fortitude , Improved Bull Rush , Improved Critical (Bite), Improved Initiative , Lightning Reflexes , Power Attack , Run , Staggering Critical
Fort
+31
HP
525 (30d10+360); Regeneration 40
Immune
Ability Damage , Acid, Bleed , Disease, Energy Drain, Fire, Mind-affecting Effects, Paralysis, Permanent Wounds, Petrification, Poison, Polymorph
Init
N Colossal Magical Beast +7
Int
3
Languages
Aklo (Cannot Speak)
Melee
Bite +37 (4d8+15/15-20/3 Plus Grab ), 2 Claws +37 (1d12+15), 2 Gores +37 (1d10+15), Tail Slap +32 (3d8+7)
Organization
Solitary
Racial Modifiers
+8 Perception
Ranged
6 Spines +25 (2d10+15/3)
Reach
30 Ft. (60 Ft. With Tail Slap)
Ref
+22
SQ
Carapace, Powerful Leaper
Senses
Low-light Vision, Scent ; Perception +43
Size
Colossal
Skills
Acrobatics +3 (+43 When Jumping), Perception +43
Space
30 Ft.
Special Attacks
Rush, Spines, Swallow Whole (6d6+22 Plus 6d6 Acid, Ac 27, Hp 52)
Speed
40 Ft.
Spell Resistance
36
Str
41
Treasure
None
Will
+12
Wis
15
XP
1,638,400
Advertisement Create a free account