
donato Contributor |
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True Tarrasque CR 25/MR 10
XP 52,480,000
N Colossal magical beast (aquatic, mythic)
Init +7; Senses all-around vision, lifesense 60 ft., low-light vision, scent; Perception +43
Aura frightful presence (300 ft., DC 27)
----- Defense -----
AC 51, touch 6, flat-footed 47 (+3 Dex, +1 Dodge, +45 natural, –8 size)
hp 685 (30d10+520); regeneration 40
Fort +31, Ref +22, Will +12
DR 15/—; Immune ability damage, ability drain, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; SR 46
----- Offense -----
Speed 40 ft., burrow 40 ft., earth glide, flight 40 ft. (clumsy), swim 40 ft.
Melee bite +42 (4d8+20/15–20/×3 plus grab), 2 claws +42 (1d12+20), 2 gores +42 (1d10+20), tail slap +37 (3d8+10)
Ranged 6 spines +25 (2d10+15/×3)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks fast swallow, mythic power (10 day/1d12), pounce, rend (2 claws, 1d12+25) rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 32, hp 62), trample (2d8+25, DC 45)
----- Statistics -----
Str 51, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Base Atk +30; CMB +58 (+62 grapple); CMD 72
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Cleave (Mythic) Combat Reflexes, Critical Focus, Dodge, Dodge (Mythic), Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Staggering Critical, Toughness, Toughness (Mythic)
Skills Acrobatics +3 (+48 when jumping), Perception +43; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ amphibious, carapace, compression, powerful leaper
----- Ecology -----
Environment any
Organization solitary
Treasure none
----- 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.
While the legend of the tarrasque has lived for longer than the creature has slumbered, few know that the tales of the beast only recount it in its partially woken state. Within the heart of the beast lies the untapped seed of chaos and unmaking. If ever the tarrasque were to fully wake and unleash its full potential, the resulting destruction would dwarf even the might of the gods.
Once the true power of undoing flows through its veins, the tarrasque sprouts insect-like wings that allow it to reach any domain it desires. It may swim through oceans, mountains, and even the molten core of the world. With this true form achieved, the pending armageddon will be impossible to prevent. Save for the possible intervention of something beyond mortality, the world is doomed.
I figured someone would eventually do this, so I thought I'd try one of the first cracks at it. First and foremost, for design and simplicity sake, I used nothing but universal monster rules instead of mythic abilities. Creating new abilities to abjudicate is an ocean I did not want to leap into.
I've added these abilities to the tarrasque: all-around vision, amphibious, compression, earth glide (burrow), fast swallow, flight, immunity (ability drain), lifesense, pounce, rend, trample.
A lot of the combat choices, such as rend and pounce, I feel are very fitting to the tarrasque's existing abilities. While technically it did not have a burrow speed, I felt it wasn't too much of a stretch to add it along with the earth glide ability as one package. The compression, flight, and amphibious make the tarrasque the master of any terrain. With all-around vision and lifesense, nothing will ever catch the tarrasque off guard. Lastly, the immunity to ability drain will do well to fend off any pesky allips. Also, I changed the DR/epic to DR/— to better fit its new difficulty.
The ability score bonuses all went to strength. For feats, the tarrasque has taken cleave (mythic), dodge, dodge (mythic), toughness, and toughness (mythic). The mythic cleave is really scary if the tarrasque uses its mythic power to improve. Dodge is available for extra scary AC. Toughness is always nice for more HP, but technically, the bonus DR it gains while "dying" does nothing.
For the Golarion angle, the tarrasque has been deemed as the herald of Rovagug. The True Tarrasque is awakend when the bindings that contain the Rough Beast begin to fail and Rovagug's destructive essence seeps into the world. This essence reaches the tarrasque and infuses it with the true power of destruction, transforming the tarrasque into this terrifying form. The repercussions for the world will be dire if it is not stopped!
There you go! With the addition of mythic power, 11 abilities, 5 feats, 10 strength, some natural armor, and some HP, the tarrasque has become scarier than I imagined he could. Normally, our friends would joke that flight made the tarrasque a pointless encounter, hopefully I have rounded it out enough that the typical tactics are thrown out the window. For a fun time, run the encounter inside a volcano!
Good luck!

Dekalinder |

AC 51 and 700 HP won't last a single turn against lv 20 mythic 10 pg. A single martial character can just duel him and tear him. And not even him can survive the nuclear blast

KainPen |
ulgulanoth, at teir 10 the spell ingores fire immunity. so It would take the damage. It was a good example of stuff that may need to be adjust or not. Combine it with Channel Power if the archmage SR does not matter and ingores immunty also.
The mythic subtype may need to be upgrade to include mythic save or something else. or maybe channel power need to be reduce to ingore those effect on nonmythic and give a bonus say curret teir to over come on mythic one.