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, 117 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.