Monster: Tarrasque
The big T itself. Interestingly enough, it doesn't really have any complex abilities that were difficult to convert - just a lot of big numbers. I decided to give it the ability to jump high and fling spikes (like in Pathfinder) to make it dangerous to flying foes as well. Finally, I found a write-up of the "swallow whole" ability that satisfied me. I will have to update the previously posted monsters with this ability.
Tarrasque [Monster Manual, page 240]
1,953 points
Attribute Modifiers: ST+150 (No Fine Manipulators, -40%;
Size Modifier, -70%) [300]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-4 [-80];
HT+8 [80].
Secondary
Characteristic Modifiers: SM+7; FP+30 [90]; Will+10 [50]; Per+10 [50]; Basic Speed -2 [-40];
Basic Move -1 [-5].
Advantages: Blunt Claws [3]; Combat Reflexes
[15]; DR 30 (Flexible, -20%) [120]; DR 30 (Outer Layer; Directional, Back,
-40%; Partial, Torso Only, -10%; Reflection, Limited, Ranged Magic, +60%) [165];
DR 30 (Outer Layer; Directional, Top, -40%; Partial, Torso Only, -10%;
Reflection, Limited, Ranged Magic, +60%) [165]; Discriminatory Smell [15]; Extra
Attack 1 [25]; Fangs [2]; High Pain Threshold [10]; Immunity to Energy Drain
(Attribute penalizing Afflictions and FP damage) [30]; Immunity to Metabolic
Hazards [30]; Injury Tolerance (Damage Reduction, 1/2) [50]; Magic Resistance
10 (Improved, +150%) [50]; Metabolism Control 10 (Hibernation, -60%) [20]; Nictitating Membrane 10 [10]; Reduced Consumption 3 [6]; Regeneration (Extreme; Heals Radiation, +40%) [210];
Regrowth [40]; Striker (Tail; Crushing; Cannot Parry, -40%; Limited Arc, Straight Behind,
-40%) [1]; Super Jump 2 (Costs Fatigue, 1 FP, -5%) [18]; Temperature Tolerance
10 [10]; Unaging [15]; Unkillable 2 [100].
Horns [8]: 2 x Natural Weapon (Impaling; Cannot Parry, -40%; Link, +10%; Single, -20%) [4].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited,
Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Fling Spikes: Impaling Attack 4d (Increased
1/D Range, x5, +10%; Rapid Fire, RoF 6, +70%; Takes Recharge, 15 seconds, -20%)
[52].
Frightful Presence: Terror (-6) (Area Effect, 160 yards, +200%; Magical, -10%; Presence, +25%) [284].
Rush: Basic Move +15 (Costs Fatigue, 1 FP, -5%; Reduced
Duration, 1/60, -35%; Takes Recharge, 15 seconds, -20%) [30].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Hidebound [-5]; Restricted Diet (Carnivore) [-10]; Semi-Upright [-5]; Social Stigma (Monster) [-15].
Creature Type: Magical Beast.
Knowing Your Own Strength [2,249]
Replace ST+150 (No Fine Manipulators, -40%;
Size Modifier, -70%) [300] with ST+37 [370]
Add HP+113 [226]
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Typical Stats
ST:
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160 (KYOS: 47)
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HP:
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160
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Speed:
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5.5
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DX:
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12
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Will:
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16
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Move:
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4
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IQ:
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6
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Per:
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16
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||
HT:
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18
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FP:
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48
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SM:
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+7
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Dodge:
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9
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Parry:
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13 (unarmed)
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DR:
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30*, 30 (torso; back and top), 20 (vs. fire)
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Blunt Claws (18): thrust 26d+1 crushing (KYOS: 15d crushing), Reach C-10.
Fangs (18): thrust 26d+1
impaling (KYOS: 15d impaling), Reach C.
Horns (18): thrust 26d+2 impaling (KYOS: 15d+1 impaling), Reach C-10. The tarrasque may gore with both horns as a single attack; if it hits, figure damage for each horn separately. They have the same DR as the skull (DR 32). If the tarrasque loses one horn, it may still attack with the other.
Tail Slap (18): thrust 31d+2 impaling (KYOS: 18d+1 impaling), Reach C-10. Only back hexes.
Fling Spikes (18): 4d impaling, RoF 6, Range 50/100. Recharge 15 seconds.
Carapace: The
tarrasque’s armorlike carapace that protects its torso from the back and top is exceptionally tough and highly
reflective, deflecting ranged magic attacks. The carapace blocks and deflects
up to 30 points damage, eight levels of Affliction, or 42 levels of Binding. An
attacker unaware that this effect is in place must roll against the lower of IQ
or Per, at +3 for Danger Sense and +3 for Combat Reflexes, to realize it in
time to get a defense. If the attacker is not physically present at the time of
the attack, the missiles are just deflected harmlessly. Do not roll damage or
apply special effects until after determining who (if anyone) is hit. The
carapace doesn’t stop most area effects or explosions, though it does deflect
fragmentation damage (shrapnel). The latter is reflected away harmlessly, since
it originated from the explosion, not the attacker.
Frightful Presence: When a creature is within 160 yards of the tarrasque, it must roll a
Fright Check at a -6 penalty. If a victim succeeds at his Fright Check, he will
be unaffected by this ability for one hour. Note that the mere presence of the
tarrasque is enough, even if the victims can neither see the tarrasque nor hear
it.
Rush: Once
per 15 seconds, the tarrasque can spend 1 FP to increase its Basic Move by 15
for one second.
Traits:
Bestial; Cannot Speak; Combat Reflexes; Discriminatory Smell; Extra Attack 1; Hidebound;
High Pain Threshold; Immunity to Energy Drain (Attribute penalizing Afflictions
and FP damage); Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects;
Injury Tolerance (Damage Reduction, 1/2); Magic Resistance 10 (Improved);
Metabolism Control 10 (Hibernation); Nictitating Membrane 10; Reduced Consumption 3; Regeneration
(Extreme; Heals Radiation); Regrowth; Restricted Diet (Carnivore); Semi-Upright; Social Stigma (Monster); Super Jump 2 (Costs Fatigue, 1 FP); Temperature Tolerance 10; Unaging;
Unkillable 2.
Skills: Brawling-18;
Innate Attack (Projectile)-18; Jumping-18; Wrestling-18.
Creature Type: Magical
Beast.
No Nictitating Membrane? That leaves a big weakness that Scouts would love to take advantage of.
ReplyDeleteYou're right, I should add it.
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