Tarrasque (CR 30/MR 10)

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

Mythic Tarrasque (CR 30/MR 10)
XP 9,830,400
Pathfinder Roleplaying Game Bestiary (plus expanded abilities in campaign setting bestiary)
N Colossal magical beast (mythic)
Init +2; Senses low-light vision, scent, vengeful eyeMA; Perception +40
Aura frightful presence (300 ft., DC 27)

Defense

AC 52, touch 4, flat-footed 50 (+2 Dex, +48 natural, –8 size)
hp 715 (30d10+550); regeneration 40
Fort +31, Ref +19, Will +12
Defensive Abilities immortal spawnMA, impenetrable hideMA; DR 20/—; Immune ability damage, acid, aging effects, bleed, death effects, disease, energy drain, fear, fire, mind-affecting effects, negative energy, paralysis, permanent wounds, petrification, poison, polymorph; SR 46

Offense

Speed 40 ft.
Melee bite +44 (8d6+22/19–20 plus grab), 2 claws +44 (3d6+22/19–20), 2 gores +44 (2d8+22), tail slap +39 (6d6+11)
Ranged 6 spines +24 (4d8+22/x3)
Space 40 ft.; Reach 40 ft. (80 ft. with tail slap)
Special Attacks aerial assaultMA, fast swallowMA, fragmentation spinesMA, mythic power (10/day, surge +1d12), pounceMA, rush, spell sunderMA, spines, swallow whole (6d6+33 plus 6d6 acid damage, AC 34, 71 hp), thunderous trampleMA (8d6+33, DC 47)

Statistics

Str 55, Dex 14, Con 38, Int 3, Wis 15, Cha 14
Base Atk +30; CMB +62 (+66 grapple, +66 sunder); CMD 74
Feats Bleeding Critical, Blind-Fight, CleaveMF, Combat ReflexesMF, Critical FocusMF, Great Cleave, Greater Sunder, Improved Critical (bite), Improved Critical (claws), Improved Sunder, Inescapable GraspMA, Power AttackMA, Staggering Critical, Stunning Critical, Stunning AssaultAPG, Toughness
Skills Acrobatics +6 (+54 when jumping), Climb +26, Perception +40, Swim +26; Racial Modifiers +48 Acrobatics when jumping, +8 Perception
Languages Aklo (can’t speak)
SQ carapace, hibernation, incredible hulkMA, powerful leaper, unstoppable force

Ecology

Environment any
Organization solitary
Treasure none

Special Abilities

Aerial Assault (Su) The mythic tarrasque can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, it can expend one use of its mythic power to include a single Acrobatics check made to jump, adding 100 feet to the height or distance it jumps. It can add an additional 100 feet to its jump for each use of mythic power it expends. It takes no falling damage from the height gained as part of this leap. If its attack hits, it deals an amount of additional damage equal to the falling damage appropriate for the height it reached with its leap. If the mythic tarrasque successfully grapples a creature, it brings its target to the ground at the end of its jump. The grabbed creature takes an appropriate amount of falling damage for the height it was at when the mythic tarrasque grappled it.

When the mythic tarrasque lands after an aerial assault, it can expend one additional use of its mythic power to crush any Huge or smaller creatures that fit under its space (including a creature it grappled while leaping, but not one it has swallowed whole), dealing 8d6+33 points of damage. Creatures in the area must succeed on a DC 47 Reflex save or be pinned, automatically taking 8d6+33 points of damage during the next round if the tarrasque does not move off them. The mythic tarrasque can maintain the pin as a move action but must succeed on a combat maneuver check as normal. Pinned foes take crushing damage each round if they don’t escape. It does not gain the grappled condition while maintaining this pin.

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.

Fragmentation Spines (Su) When the mythic tarrasque attacks with its spines, a spine that hits a target’s touch AC explodes in a 10-foot-radius burst of chitinous shards dealing 2d8 points of piercing damage (DC 39 Reflex half ). Creatures failing their save are impaled by the jagged spine-shards, taking 1d4 points of bleed damage and are also entangled until all barbed spine fragments are removed. Removing the fragments requires a successful DC 20 Strength check (one check required for each failed save), and each check deals the creature 1d6 points of damage whether or not the check succeeds. This fragmentation burst is in addition to the damage dealt to a target by a spine that hits its normal AC. The save DC is Constitution-based.

Hibernation (Ex) The mythic tarrasque often hibernates for years, decades, or even centuries and does not need to eat or breathe during these periods of dormancy, though it breathes normally and eats ravenously and almost constantly when awakened. If the mythic tarrasque forced into an environment where it cannot breathe and would suffocate, it goes into hibernation until conditions are right for it to reawaken. While in hibernation, the mythic tarrasque’s damage reduction improves to 50/- and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects.

Immortal Spawn (Su) The mythic tarrasque is immune to natural or magical aging, death effects, fear, and negative energy.

Impenetrable Hide (Ex) The mythic tarrasque’s damage reduction is DR 20/−, and weapons or effects that would normally overcome its damage reduction no longer do so, including mythic effects such as a mythic champion’s fleet charge or a mythic trickster’s surprise strike. Its damage reduction applies even against spells, supernatural abilities, and other magical effects that deal bludgeoning, piercing, and slashing damage. When a critical hit is confirmed against the mythic tarrasque, it can expend one use of its mythic power as an immediate action to make a sunder combat maneuver against its attacker’s weapon. If the weapon gains the broken condition, the critical hit is negated and the attack deals normal damage. If the weapon is destroyed, the attack deals no damage.

Incredible Hulk (Ex) The mythic tarrasque is much larger than most Colossal creatures. It gains a +4 size bonus to Strength and Constitution, though it takes a -2 penalty Dexterity. Its natural armor bonus to AC increases by 3 and it gains a +2 size bonus on combat maneuver checks and to its CMD. Its space and reach are 40 feet (80 feet with its tail slap), and its natural weapons deal damage as if it were one size larger.

Mounting Fury (Ex) When the mythic tarrasque takes damage in combat, on its next turn it can fly into a rage as a free action. It gains a +4 morale bonus to its Strength and Constitution and takes a -2 penalty to AC. While raging, the mythic tarrasque is immune to fatigue, and it can end any of the following conditions affecting it by expending one use of mythic power: exhausted, nauseated, sickened, staggered, stunned. This does not require an action. If a critical hit is confirmed against a raging mythic tarrasque (even if it negates the critical hit with its impenetrable hide), its bonuses to Strength and Constitution increase by 4 and its regeneration increases by 10 as long as it is raging. It also can negate one of the above conditions without spending a use of mythic power when a critical hit is confirmed against it, even if the effect is inflicted by the critical hit. The tarrasque’s rage lasts as long as the battle or for 1 minute, whichever is shorter, but it can extend this duration by 1 minute by expending one use of its mythic power.

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’s speed increases to 150 feet, and its Acrobatics bonus on checks made to jump increases to +98.

Spell Sunder (Su) The mythic tarrasque can use a sunder combat maneuver to tear apart magical enchantments by succeeding at a combat maneuver check against a CMD of 15 plus the effect’s caster level. If the spell is affecting a creature other than the tarrasque, it must succeed at a normal sunder combat maneuver against the target creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If the sunder maneuver succeeds, the tarrasque suppresses the effect for 1 round, or 2 rounds if it exceeded the CMD by 5 to 9. If the tarrasque exceeds the CMD by 10 or more, the effect is dispelled. The mythic tarrasque can use this ability 10/day. It can attempt to sunder a spell affecting it as an immediate action if it expends two daily uses of this ability.

Spines (Ex) A 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.

Thunderous Trample (Ex) The mythic tarrasque gains the trample special attack. If it expends one use of its mythic power when using the charge action, including when using its aerial assault, it can trample all creatures in the path of its charge. When it does so, any creature failing (or forgoing) its Reflex save against the tarrasque’s trample is knocked prone.

Unstoppable Force (Ex) The mythic tarrasque’s movement is never impeded by difficult terrain and it can always use the charge action, even if its movement is impeded or its path is blocked by another creature (though not if it is grappled). It receives a +20 racial bonus on combat maneuver checks to overrun and Strength checks to break or destroy objects, and can make one such check as a free action as part of a charge. In addition, its natural weapons ignore all forms of damage reduction and hardness.

Vengeful Eye (Ex) When a creature attacks the mythic tarrasque or uses a teleportation effect within 1 mile, the mythic tarrasque instantly becomes aware of that creature’s location and for 1 hour it is always aware of the direction and distance to that creature and can see its attacker as if it had unlimited-range blindsight. The mythic tarrasque’s vengeful eye ignores illusions and concealment and is not fooled by polymorph effects or other disguises. As long as the mythic tarrasque has line of sight to a creature that has attacked it, any teleportation effect used by that creature fails unless it succeeds on a caster level check (using its Hit Dice as its caster level for supernatural abilities) against the tarrasque’s spell resistance.

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