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The Tarrasque’s normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each).
The movement of the Tarrasque is rather slow, with an ability to “Rush” giving it a movement speed of 15 (bearing in mind that humans move at 12 in this edition). Creatures with less than 3 levels of hit points will be paralysed with fright with no saving throws until it’s out of sight; creatures with 3 levels or higher flee in panic. Creatures with levels higher than 7 are able to ignore the effect with a successful saving throw – but why would you want to stay around?
The Carapace makes the Tarrasque immune to magic effects: bolts, rays and magic missiles will have no effect on the creature. There is a 1 in 6 chance the spell could “bounce” back to the caster. Heat or fire have no effect and it is immune to Psionics,. Only enchanted weapons of +1 or better have a chance to damage the Tarrasque. If you are able to damage the beast, it has regenerations that it will regain 1 hit point every round.
This terror is luckily only active for a short time, appearing to feed for about 1 to 2 weeks and then disappearing into the ground in a hidden lair for about 4 to 20 weeks. Every couple of decades, the Tarrasque can stay active for several months which would then lead the creature to hibernate for 4 to 16 years – the ratio seems to be about 1:30.
You are able to defeat The Tarrasque if you are able to reduce the creature to -30 or more and then use a “Wish Spell” to wish it dead. If the wish is not acted, then even the smallest part of the Tarrasque will regenerate the entirety of the creature. It is rumoured that the carapace holds many gems if treated with acid and then heated in a furnace. It is thought that 10 to 100 diamonds, worth 1000GP each, can be acquired this way. The underbelly, mixed with its blood and adamantite is said to produce a metal that can be work on by master Dwarf Blacksmiths. It takes up to 2 years to produce 1 to 4 shields of +5 enchantment.
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