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Tarrasque, The Armageddon EngineCreature 25


UniqueCEGargantuanBeast
Source Pathfinder #150: Broken Promises
Perception +48 (darkvision, scent (imprecise) 120 feet)
Languages Aklo, (can't Speak Any Language)
Skills Acrobatics +47, Athletics +50
Str +12, Dex +9, Con +12, Int -3, Wis +9, Cha +7

AC 54; Fort +47; Reflex +37; Will +49; +2 status to all saves vs. magic
HP 540 (regeneration 50)
Speed 50 feet (swim 50 feet)
Immunities acid, clumsy, disease, drained, enfeebled, mental, paralyzed, persistent, petrified, polymorph, poison, stupefied
Resistances Fire 25, Physical 25

Jaws One Action +45 (+40, +35) to hit (chaotic, evil, magical, reach 20) 5d12+20 Piercing
Claw One Action +45 (+41, +37) to hit (agile, chaotic, evil, magical, reach 15) 5d10+20 Slashing
Tail One Action +45 (+40, +35) to hit (chaotic, evil, magical, reach 30) 4d12+20 Bludgeoning
Horns One Action +45 (+40, +35) to hit (chaotic, evil, magical, reach 15) 4d10+20 Piercing
Spine One Action +45 (+40, +35) to hit (brutal, chaotic, evil, magical, range increment 120) 3d10+20 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 120 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

+2 Status to All Saves vs. MagicRegeneration 50

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Carapace

Tarrasque is immune to cones, lines, rays, and magic missile spells. These effects bounce harmlessly off its scales.

Frightful Presence (aura, emotion, fear, mental)

300 feet Aura DC 39 will save


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Inexorable

Tarrasque recovers from the Slowed and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.

Reactive

Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger.

Reflect Reaction

Trigger Tarrasque's carapace deflects an effect.


Effect The effect is redirected back at its source.

Destructive Frenzy Three Actions

Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order.

Fast Swallow Reaction

Trigger Tarrasque Grabs a creature with its jaws


Effect Tarrasque uses Swallow Whole.

Spine Volley Two Actions

Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic reflex save).

Tarrasque can't use Spine Volley again for 1d4 rounds.

Swallow Whole One Action (attack)

Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Trample Three Actions

Huge or smaller, claw, DC 49 basic reflex save. When Tarrasque Tramples, it can Stride up to triple its Speed.

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its march across Avistan in -632 AR culminated in the destruction of the flying Shory city of Kho before this spawn was sealed away in a remote cavern.


The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug's spawn. Others, including Chemnosit (the Monarch Worm), Kothogaz (the Dance of Disharmony), and Volnagur (the End-Singer) hold places of horror in the history of various regions, but the most famed is Ulunat (the Unholy First), whose beetle-like carcass remains sprawled in Sothis, the capital of Osirion.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.