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Tarrasque, Original Pub, MMII [TSR2016], 1983

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Dec 25th, 2013
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  1. TARRASQUE
  2. FREQUENCY: Unique
  3. ARMOR CLASS: -3
  4. NO. APPEARING: 1
  5. MOVE: 9" (+6" rush)
  6. HIT DICE: 300 hp
  7. % IN LAIR: See below
  8. TREASURE TYPE: See below
  9. NO. OF ATTACKS: 6
  10. DAMAGE/ATTACK: 1-12/1-2/2-24/5-50/1-10/1-10
  11. SPECIAL ATTACKS: "Sharpness" bite, terror
  12. SPECIAL DEFENSES: See below
  13. MAGIC RESISTANCE: Standard
  14. INTELLIGENCE: Animal
  15. ALIGNMENT: Neutral
  16. SIZE: L (50' long)
  17. PSIONIC ABILITY: Nil (immune to psionics)
  18. Attack/Defense Modes:
  19. Nil/nil
  20. LEVEL/X.P. VALUE: X/37,500
  21.  
  22. The legendary tarrasque is possibly the most dreaded monster of all, for
  23. when it is active it ravishes the countryside for miles. All vegetation and
  24. animal life is devoured or driven away. The land through which the
  25. monster passes becomes a barren waste which requires years to rec-
  26. over. The tarrasque eats voraciously and continually, and all living
  27. things are food to it, although it prefers warm-blooded creatures over
  28. others. Normal attack mode sof the tarrasque are with 2 forelimbclaws,
  29. a sweeping tail lash inflicting 2-24 points of damage, a savage bite (the
  30. effect of which resembles a sword of sharpness in that a to-hit score of
  31. 18 or better indicates that a victim has some portion severed, such as a
  32. limb, head, torso, etc.), and 2 thrusting horn attacks for 1-10 points of
  33. damage each. The rush of the tarrasque is possible but once every turn,
  34. 117
  35. because the monster is so large and ponderous.
  36. The mere sight of the tarrasque is so terrifying that creatures under 3
  37. levels or hitdice will be paralyzed until it is out of the range of vision (no
  38. saving throw).
  39. Creatures of 3 or more levels or hit dice will flee in panic, although those
  40. of 7 or more levels or hit dice who manage to sav evs. paralyzation, will
  41. not be so affected.
  42. The tarrasque has a carapace of exceptional hardness and reflective
  43. quality. Bolts and rays such as lightning bolts, cones of cold, and even
  44. magicmissiles are useless against the tarrasque. The reflection is such
  45. that 1 in 6 such attacks actually reflect directly back upon the caster,
  46. while the remainder bounce harmlessly away from the monster. Fire of
  47. any sort has no effect upon the tarrasque. The monster's metabolic rate
  48. is such that it regenerates 1 hit point per round after sustaining damage.
  49. The tarrasque can be struck only by + I or better magic weapons.
  50. The slaying of the tarrasque is said to be possible only if the monster is
  51. reduced to -30 or fewer hit points and a wish for its death then used.
  52. Otherwise, even the slightest piece of the tarrasque will regenerate and
  53. restore the monster completely. Legend says that a great treasure can
  54. be extracted from the tarrasque's carapace. The upper portion, treated
  55. with acid and then heated in a furnace, will yield gems-10-100 dia-
  56. monds of 1000 gp base value each. The underbelly material, mixed with
  57. the creature's blood and meteoric iron, will produce a metal which can
  58. be forged by dwarf blacksmiths into 1-4 shields of +5 magical power.
  59. It is fortunate that the tarrasque is active only for short periods of time.
  60. Typically, the monster comes forth to forage for a week or two, ravaging
  61. all but a few square miles of land. The tarrasque then seeks a hidden lair
  62. underground and lie sdormant, sleeping for 5-20 months before coming
  63. forth again. Once every decade or so, the monster will be particularly
  64. active, staying abroad for several months. Thereafter its period of dor-
  65. mancy becomes 4-1 6 years long unless disturbed. The ratio of active to
  66. dormant state appears to be about 1 :30.
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