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