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From PF Cosmology, some deities
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<blockquote data-quote="Obly99" data-source="post: 8926593" data-attributes="member: 7035194"><p>Same speech of the Oliphaunt. The Tarrasque is a monster with a lot of history behind it, perhaps the most iconic of all D&D together with the Owlbear but as a creature it leaves…discussing. Already at the high levels (18-20) the Tarrasque is not a huge challenge, so much so that a flying character is enough and he dies badly. For the Epic levels.....the cover image of the EB already sums it up. To create this version I used the Pathfinder version as a basis, taking abilities from the mythic version (<a href="http://spheresofpower.wikidot.com/tarrasque-cr-30-mr-10" target="_blank">Tarrasque (CR 30/MR 10) - Spheres of Power Wiki</a>), a 3pp version (<a href="https://dnd-wiki.org/wiki/Tarrasque_(3.5e_Monster)" target="_blank">Tarrasque (3.5e Monster) - Dungeons and Dragons Wiki</a>), the hekatonkheires' (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/titan/titan-hekatonkheires/" target="_blank">Titan, Hekatonkheires – d20PFSRD</a>) planar jump and some abilities from the playable version of the Tarrasque (<a href="https://minmaxforum.com/index.php?topic=2604.0" target="_blank">Tarrasque</a>).</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Epic Tarrasque</span></strong></p><p></p><p>CE Macro-Fine magical beast (abomination)</p><p></p><p><strong>Init</strong> +40; <strong>Senses</strong> blindsight 500 ft., darkvision 60 ft., low-light vision, scent, vengeful eye; Perception +82</p><p></p><p><strong>Aura</strong> frightful presence (1 mile, DC 51)</p><p></p><p><strong>AC</strong> 85, touch 15, flat-footed 76 (+12 deflection, +3 Dex, +4 divine, +6 dodge, +70 natural, –20 size)</p><p></p><p><strong>hp</strong> 1.400 (50d10+900); fast healing 25, regeneration 45 (cosmic damage or cosmic might)</p><p></p><p><strong>Fort</strong> +78, <strong>Ref</strong> +63, <strong>Will</strong> +73</p><p></p><p><strong>Defensive Abilities</strong> block attack, carapace, ferocity, impenetrable hide, legendary fortitude, mounting fury, recovery, sixth sense; <strong>DR</strong> 40/−; <strong>Immune</strong> ability damage and drain, acid, bleed, death effects, disease, energy drain, fear, fire, mind-affecting effects, paralysis, permanent wounds, polymorphing, petrification, poison, or any form-altering attack, enchantment, illusionist and transmutation magic, not subject to death from massive damage; <strong>Resistance</strong> Terrestrial Hazards; <strong>PR/SR</strong> 64</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> 120 ft., burrow 60 ft. (maximum hardness 21), climb 90 ft., swim 90 ft.</p><p></p><p><strong>Melee</strong> bite +92 (20d10+43/15–20×3 plus grab), 2 claws +92 (15d10+29/19–20), 2 gores +92 (10d10+29/19–20), tail slap +90 (10d10+14)</p><p></p><p><strong>Ranged</strong> 6 spines +62 (10d10+29/×3)</p><p></p><p><strong>Space</strong> 500 ft.; <strong>Reach</strong> 330 ft. (500 ft. with tail slap)</p><p></p><p><strong>Special Attacks</strong> aerial assault, antimagic arsenal, crunch, devastation, eruption, earthquake (DC 68), fast swallow, fragmentation spines, hurl foe, mythic power (10/day, surge +1d12), pounce, powerful blow (bite), primal roar (DC 57), rush, spines, stomp (DC 68), swallow whole (20d10+29 plus 20d6 acid, AC 45, hp 140), thunderous trample (40d10+43, DC 68)</p><p></p><p><strong>Str </strong>68, <strong>Dex</strong> 16, <strong>Con</strong> 46, <strong>Int </strong>3, <strong>Wis</strong> 32, <strong>Cha</strong> 34</p><p></p><p><strong>Base Atk</strong> +50; <strong>CMB</strong> +132; <strong>CMD</strong> 114 (118 vs. trip)</p><p></p><p><strong>Feats</strong> Alertness, Cleave, Combat Reflexes, Cornugon Smash, Furious Focus, Dodge, Great Cleave, Greater Vital Strike, Improved Critical (bite, claws, gore), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Iron Will, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Staggering Critical, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Good Will, Improved Dodge, Light EradicationB, Sixth Sense, UnderwalkerB</p><p></p><p><strong>Skills</strong> Acrobatics +7 (+129 when jumping [+331 when jumping under rush]), Climb +37, Intimidate +65, Perception +82, Sense Motive +17, Swim +37; <strong>Racial Modifiers</strong> +20 Perception</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Celestial, Infernal (cannot speak); telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> cleaving attacks, hibernation, hold breath, massive, mythic, muscle reflexes, planar leap, powerful leaper, siege beast, spawn of the eater of gods, tenacious grapple, unstoppable force</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Eternal Freedom (Su): You are immune to spells and effects which impede movement</p><p></p><p>• Moderate Eradication (Ex): Reduce by 50% the chance of negating a critical hit</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p><strong>Aerial Assault (Ex)</strong></p><p>The tarrasque can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, it can expend one use of its mythic power to include a single Acrobatics check made to jump, adding 150 feet to the height or distance it jumps. It can add an additional 150 feet to its jump for each use of mythic power it expends. It takes no falling damage from the height gained as part of this leap. If its attack hits, it deals an amount of additional damage equal to the falling damage appropriate for the height it reached with its leap (maximum 20d6 as usual). If the tarrasque successfully grapples a creature, it brings its target to the ground at the end of its jump. The grabbed creature takes an appropriate amount of falling damage for the height it was at when the tarrasque grappled it. When the tarrasque lands after an aerial assault, it can expend one additional use of its mythic power to crush any Colossal or smaller creatures that fit under its space (including a creature it grappled while leaping, but not one it has swallowed whole), dealing 20d10+43 points of damage. Creatures in the area must succeed on a DC 57 Reflex save or be pinned, automatically taking 20d10+43 points of damage during the next round if the tarrasque does not move off them. The tarrasque can maintain the pin as a move action but must succeed on a combat maneuver check as normal. Pinned foes take crushing damage each round if they don’t escape. It does not gain the grappled condition while maintaining this pin. The save DC is Constitution-based.</p><p></p><p><strong>Antimagic Arsenal (Ex)</strong></p><p>The tarrasque—and anything that comes out of it—seems to repel magical energies. As a full-round action, the tarrasque may unleash a massive roar of anti-magic spittle that coats all creatures in a 500 foot cone, replicating the effects of greater dispel magic and making dispel checks against all active effects within. Furthermore, the area of the cone is treated as an antimagic field for 1 round after its use (this antimagic does not impare the tarrasque itself.</p><p></p><p>This greater dispel magic effect is also applied to the targets of the tarrasque's successful melee attacks; if the tarrasque strikes a creature within a melee natural attack, that creature is the subject of a targeted greater dispel magic.</p><p></p><p>For both the cone and melee attack, the caster level is equal to the tarrasque’s HD plus divine bonus.</p><p></p><p><strong>Block Attack (Ex)</strong></p><p>When an opponent makes a melee attack against the tarrasque, it can expend a use of an attack of opportunity to attempt to parry that attack. The tarrasque makes an attack roll as if it was making an attack of opportunity; for each size category the attacking creature is larger than the tarrasque, the tarrasque takes a –2 penalty on this roll. If its result is greater than the attacking creature’s result, the creature’s attack automatically misses. The tarrasque must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry, the tarrasque can make a free melee attack against the creature whose attack it parried consuming another attack of opportunity, provided that creature is within its reach and it has at least one other attack of opportunity still available that round.</p><p></p><p><strong>Carapace (Su)</strong></p><p>The tarrasque’s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 50% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.</p><p></p><p><strong>Cleaving Attacks (Ex)</strong></p><p>A single attack from the tarrasque’s natural weapons can target all creatures in a 60-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. The tarrasque can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with its bite attack, making a single check and applying it against the CMD of all targets. If the tarrasque grapples a creature of Gargantuan size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. The tarrasque can grapple any number of creatures of Colossal size or smaller simultaneously.</p><p></p><p><strong>Crunch (Ex)</strong></p><p>Instead of swallowing its prey whole, the tarrasque can use its massive bite strength and numerous knife-like teeth to crush and tear its prey apart in its mouth. If the tarrasque successfully maintains a grapple with a creature in its mouth (not using its fast swallow ability), and chooses to deal damage to the creature (instead of pinning it or swallowing it whole), it deals damage as though it had confirmed a critical hit with its bite. Because this ability is not a true critical hit, creatures with Fortification or immunity to them are not immune to it.</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, the tarrasque can assault a structure, dealing 240d10+516 points of damage to the structure in that round (this damage is already increased by siege beast).</p><p></p><p><strong>Earthquake (Ex)</strong></p><p>The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an extraordinary earthquake spell with a range of 1 mile centered on the tarrasque (including underground) and the save DC for all the effects is 68 (instead of 15 or 20, but not for the Constitution check, it remain 15). The tarrasque is immune to its own earthquake effect. After using this ability the tarrasque must wait 1 minute before using it again. The save DC is Strength-based.</p><p></p><p><strong>Eruption (Ex)</strong></p><p>Even the land itself screams at the tarrasque's coming. As a full-round action every 10 minutes, the tarrasque can roar while slamming the ground, making the earth start to tremble. 1d4+1 rounds later, a torrent of lava erupts on a place within view of the tarrasque of its choice. It’s a cylinder with a radius of 250 ft. (5 ft. per HD) reaching 5.000 ft. high (100 ft. per HD). Creatures inside the cylinder get a Reflex save DC 57 to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. The tarrasque is completely immune to the eruption. The eruption lasts for 5 minutes (1 round per HD). The save DC is Constitution-based.</p><p></p><p><strong>Fragmentation Spines (Su)</strong></p><p>When the tarrasque attacks with its spines, a spine that hits a target’s touch AC explodes in a 10-foot-radius burst of chitinous shards dealing 10d8 points of piercing damage (DC 57 Reflex half). Creatures failing their save are impaled by the jagged spine-shards, taking 10d4 points of bleed damage and are also entangled until all barbed spine fragments are removed. Removing the fragments requires a successful DC 22 Strength check or a DC 57 Heal check (one check required for each failed save), and each check deals the creature 6d6 points of damage whether or not the check succeeds. This fragmentation burst is in addition to the damage dealt to a target by a spine that hits its normal AC. The save DC is Constitution-based.</p><p></p><p><strong>Frightful Presence (Ex)</strong></p><p>As the normal ability, but creatures failing the save by 5 or more are panicked instead of shaken for the same duration. Even opponents immune to fear can be affected by this ability, but they gain a +4 bonus on the save.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, the tarrasque gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The tarrasque’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. The tarrasque does not age and requires no food or drink to sustain itself but unlike a normal abomination, the tarrasque has a compulsion to binge eat whatever is in front of them.</p><p></p><p><strong>Grant Spells</strong></p><p>The tarrasque can grant spells of 7th level or less. It grant access to the domains of Chaos, Destruction, and Strength and to the subdomains of Catastrophe, Ferocity, and Rage.</p><p></p><p><strong>Hibernation (Ex)</strong></p><p>The tarrasque can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy, though it breathe normally and eat ravenously and almost constantly once it’s been awakened. If the tarrasque is forced into an environment where it cannot breathe and would suffocate or remain below a number of hit points equal to the negative of its Constitution modifier for more than 1 minute, it goes into involuntary hibernation until conditions are right for it to reawaken (or one thousand years if the cause is damage).</p><p>A tarrasque can enter a state of hibernation voluntarily; doing so takes 1 minute. While in hibernation, it can take no actions but does not need to breath and is not helpless, is only flat-footed and can make Perception check with -10 penalty for notice the presence of creatures within 60 ft. A tarrasque can remain in hibernation for as long as it wishes. While in hibernation, the tarrasque’s damage reduction improves to 100/− and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects. If it is jostled or damaged while hibernating, a tarrasque can attempt a DC 90 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. A tarrasque can set the length of his hibernation when it first enters this state (but only if enter it voluntarily), so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the tarrasque needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.</p><p></p><p><strong>Hurl Foe (Ex)</strong></p><p>When the tarrasque damages a Colossal or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 30 feet in a direction of the tarrasque’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the tarrasque’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d8 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.</p><p></p><p><strong>Impenetrable Hide (Ex)</strong></p><p>The tarrasque’s damage reduction is DR 40/− from 19/epic and good, and weapons or effects that would normally overcome its damage reduction no longer do so, including effects such as a mythic champion’s fleet charge, the paladin smite evil ability or a mythic trickster’s surprise strike. Its damage reduction applies even against spells, supernatural abilities, and other magical effects that deal bludgeoning, piercing, and slashing damage. When a critical hit is confirmed against the tarrasque, it can expend one use of its mythic power as an immediate action to make a sunder combat maneuver against its attacker’s weapon. If the weapon gains the broken condition, the critical hit is negated and the attack deals normal damage. If the weapon is destroyed, the attack deals no damage.</p><p></p><p><strong>Legendary Fortitude (Ex)</strong></p><p>If the tarrasque makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, it instead avoids the effect entirely. If the tarrasque is helpless, it does not gain the benefit of this ability.</p><p></p><p><strong>Massive (Ex)</strong></p><p>Because the tarrasque is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to it (GM’s discretion). A Colossal or smaller creature can move through any square occupied by the tarrasque, or vice-versa. The tarrasque can be flanked only by Colossal or larger foes. The tarrasque gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb the tarrasque—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the tarrasque body provokes an attack of opportunity from it.</p><p></p><p><strong>Might (Ex)</strong></p><p>The tarrasque deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p><strong>Mounting Fury (Ex)</strong></p><p>When the tarrasque takes damage in combat, on its next turn it can fly into a rage as a free action. It gains a +4 morale bonus to attack and damage rolls and takes a -2 penalty to AC. While raging, the tarrasque is immune to fatigue, and it can end any of the following conditions affecting it by expending one use of mythic power: exhausted, nauseated, sickened, staggered, stunned. This does not require an action. If a critical hit is confirmed against a raging tarrasque (even if it negates the critical hit with its impenetrable hide), its bonuses to attack and damage rolls increase by 4 and its regeneration increases by 10 as long as it is raging (up to a maximum of five times). It also can negate one of the above conditions without spending a use of mythic power when a critical hit is confirmed against it, even if the effect is inflicted by the critical hit. The tarrasque’s rage lasts as long as the battle or for 1 minute, whichever is shorter, but it can extend this duration by 1 minute by expending one use of its mythic power.</p><p></p><p><strong>Muscle Reflexes (Ex)</strong></p><p>Unlike normal, the tarrasque obtains a number of additional attacks of opportunity per round from Combat Reflexes equal to its Strength modifier, instead of using its Dexterity.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>The tarrasque has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. The tarrasque, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, like a normal abomination, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.</p><p></p><p><strong>Planar Leap (Su)</strong></p><p>The tarrasque traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year, as a full-round action, the tarrasque can, as part of a jump, plane shift to any other plane (as per the spell of the same name) or teleport to another planet (as for the interplanetary teleport spell). It can only bring itself when it travels in this manner. Unlike a normal plane shift or interplanetary teleport spell, the tarrasque does not need to know the destination and can chose to randomize the destination (this ability will always bring the tarrasque to a biomass rich world or plane). When the tarrasque reaches its destination plane or planet, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature and object within 1 mile of the point where the tarrasque lands (including the monster itself) takes 20d8 points of bludgeoning damage, 20d8 points of divine damage, 20d8 points of fire damage and 20d8 points of sonic damage (Reflex DC 57 for half). In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it. The save DC is Constitution-based.</p><p></p><p><strong>Powerful Leaper (Ex)</strong></p><p>The tarrasque uses its Strength to modify Acrobatics checks made to jump, is always considered having a running start when trying an Acrobatics check made for jump, does not have a maximum vertical reach and has a +60 racial bonus on Acrobatics checks made to jump.</p><p></p><p><strong>Primal Roar (Su)</strong></p><p>The tarrasque can roar with such strength it creates waves of impact that bring down everything above him. As a standard action, the tarrasque can roar, affecting all creatures in a range of 5 miles (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) must make a Reflex save DC 57 modifier or be mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round per tarrasque Con modifier after it roars. Each round on its turn, subject creatures may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. If the tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the tarrasque itself slamming on it's hard body but whitout dealing it damage. The save DC is Constitution-based.</p><p></p><p><strong>Recovery (Ex)</strong></p><p>Whenever the tarrasque fails a saving throw against any non-harmless, non-instantaneous effect, it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The tarrasque can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the tarrasque takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the tarrasque of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the tarrasque automatically activate its planar leap ability in its turn even if the year of recharge is not yet passed but the destination (including if its a plane or planet) is randomized (contrary to the normal, this use only takes it to a place that is not hostile to life, not rich in biomass), the tarrasque does not take the damage of the impact in this case and automatically enter hibernation for one thousand years.</p><p></p><p><strong>Regeneration (Ex)</strong></p><p>No form of attack of mortals and deity can suppress the tarrasque’s regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the only true method to truly kill it, is to use pure cosmic energy like from cosmic damage or cosmic might.</p><p></p><p><strong>Rush (Ex)</strong></p><p>Once per minute, for 1 round, the tarrasque’s land and swim speeds increases to 400 feet, and its Acrobatics bonus on checks made to jump increases to +150.</p><p></p><p><strong>Siege Beast (Ex)</strong></p><p>The tarrasque receives a +20 racial bonus on combat maneuver checks to overrun and Strength checks to break or destroy objects. In addition, the natural weapons of a tarrasque ignore all forms of damage reduction and hardness less than 100 and deals double damage to objects.</p><p></p><p><strong>Spawn of the Eater of Gods (Ex)</strong></p><p>The tarrasque is the mightiest of the child of Rovagug, an Anomaly. It gains immunity to all direct offensive Divine Abilities (like most [Effect] or thing like Third Eye) used by an immortal of Greater Deity or lesser status (not other creatures like Hyperboreans) and can freely use his Planar Leap ability to enter any divine realm (assuming it know that realm or has used vengeful eye on its immortal in the last ten thousand years), even if the deity can normally barren planar travel to its realm. The tarrasque also can destroy an artifact such by simply swallowing it (if its a bound artifact or soul object, it reform as normal in 1d4 rounds).</p><p></p><p><strong>Spines (Ex)</strong></p><p>The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 90 feet of each other. The spines have a range increment of 600 ft.</p><p></p><p><strong>Stomp (Ex)</strong></p><p>As a standard action, the tarrasque may slam the ground it stands, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes in a cone of 1 mile. Creatures that fail a Reflex save DC 68 must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 68. The entire area of effect become difficult terrain (the tarrasque ignore it with massive). The save DC is Strength-based.</p><p></p><p><strong>Swallow Whole (Ex)</strong></p><p>The tarrasque can swallow multiple creatures, up to the maximum that fit in its space. Also, if a creature that is swallowed whole by the tarrasque manages to escape by cutting itself free, the monster’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.</p><p></p><p><strong>Tenacious Grapple (Ex)</strong></p><p>The tarrasque’s grab ability ignore freedom of movement spell and similar ability or power that prevent grapple checks or automatically succeeds any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin (like Eternal Freedom). Instead the effect give +8 circumstance bonus (or equal to the creature Divine Rank, whichever is higher) on CMD agaist the grapple or combat maneuver/ Escape Artist checks for escape the grapple.</p><p></p><p><strong>Thunderous Trample (Ex)</strong></p><p>The tarrasque gains the trample special attack. If it expends one use of its mythic power when using the charge action, including when using its aerial assault, it can trample all creatures in the path of its charge. When it does so, any creature failing (or forgoing) its Reflex save against the tarrasque’s trample is knocked prone.</p><p></p><p><strong>Unstoppable Force (Ex)</strong></p><p>So great is its bulk and strength that the tarrasque can break through or push aside objects in its path without even slowing down. While running, charging, or using trample, the tarrasque can make up to 29 Strength checks to break objects or obstacles in its path as a free action (1 per point of Strength modifier, but only one for a specific object or obstacle). For every 10 feet it has moved so far that round, the tarrasque gains a +1 bonus on this check. If it fails, its movement stops short at the obstacle, and both it and the object suffer 60d10+174 points of bludgeoning damage as it slams headlong into the obstacle (already calculated the increase damage to objects from siege beast). If it succeeds, the object is destroyed, and the tarrasque can continue its movement, as though the obstacle had never been there. Also, the tarrasque's natural weapons ignore all DR that can be bypassed by something. DR/– is only half as effective, and the tarrasque's natural weapons benefit from a permanent ghost touch effect.</p><p></p><p><strong>Vengeful Eye (Ex)</strong></p><p>When a creature attacks the tarrasque or uses a teleportation effect within 1 mile, the tarrasque instantly becomes aware of that creature’s location and for 1 hour it is always aware of the direction and distance to that creature and can see its attacker as if it had unlimited-range blindsight. The tarrasque’s vengeful eye ignores illusions and concealment and is not fooled by polymorph effects or other disguises. As long as the tarrasque has line of sight to a creature that has attacked it, any teleportation effect used by that creature fails unless it succeeds on a caster level check (using its Hit Dice as its caster level for supernatural abilities) against the tarrasque’s spell resistance.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8926593, member: 7035194"] Same speech of the Oliphaunt. The Tarrasque is a monster with a lot of history behind it, perhaps the most iconic of all D&D together with the Owlbear but as a creature it leaves…discussing. Already at the high levels (18-20) the Tarrasque is not a huge challenge, so much so that a flying character is enough and he dies badly. For the Epic levels.....the cover image of the EB already sums it up. To create this version I used the Pathfinder version as a basis, taking abilities from the mythic version ([URL='http://spheresofpower.wikidot.com/tarrasque-cr-30-mr-10']Tarrasque (CR 30/MR 10) - Spheres of Power Wiki[/URL]), a 3pp version ([URL='https://dnd-wiki.org/wiki/Tarrasque_(3.5e_Monster)']Tarrasque (3.5e Monster) - Dungeons and Dragons Wiki[/URL]), the hekatonkheires' ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/titan/titan-hekatonkheires/']Titan, Hekatonkheires – d20PFSRD[/URL]) planar jump and some abilities from the playable version of the Tarrasque ([URL='https://minmaxforum.com/index.php?topic=2604.0']Tarrasque[/URL]). [CENTER][B][SIZE=7]Epic Tarrasque[/SIZE][/B][/CENTER] CE Macro-Fine magical beast (abomination) [B]Init[/B] +40; [B]Senses[/B] blindsight 500 ft., darkvision 60 ft., low-light vision, scent, vengeful eye; Perception +82 [B]Aura[/B] frightful presence (1 mile, DC 51) [B]AC[/B] 85, touch 15, flat-footed 76 (+12 deflection, +3 Dex, +4 divine, +6 dodge, +70 natural, –20 size) [B]hp[/B] 1.400 (50d10+900); fast healing 25, regeneration 45 (cosmic damage or cosmic might) [B]Fort[/B] +78, [B]Ref[/B] +63, [B]Will[/B] +73 [B]Defensive Abilities[/B] block attack, carapace, ferocity, impenetrable hide, legendary fortitude, mounting fury, recovery, sixth sense; [B]DR[/B] 40/−; [B]Immune[/B] ability damage and drain, acid, bleed, death effects, disease, energy drain, fear, fire, mind-affecting effects, paralysis, permanent wounds, polymorphing, petrification, poison, or any form-altering attack, enchantment, illusionist and transmutation magic, not subject to death from massive damage; [B]Resistance[/B] Terrestrial Hazards; [B]PR/SR[/B] 64 Offense [B]Speed[/B] 120 ft., burrow 60 ft. (maximum hardness 21), climb 90 ft., swim 90 ft. [B]Melee[/B] bite +92 (20d10+43/15–20×3 plus grab), 2 claws +92 (15d10+29/19–20), 2 gores +92 (10d10+29/19–20), tail slap +90 (10d10+14) [B]Ranged[/B] 6 spines +62 (10d10+29/×3) [B]Space[/B] 500 ft.; [B]Reach[/B] 330 ft. (500 ft. with tail slap) [B]Special Attacks[/B] aerial assault, antimagic arsenal, crunch, devastation, eruption, earthquake (DC 68), fast swallow, fragmentation spines, hurl foe, mythic power (10/day, surge +1d12), pounce, powerful blow (bite), primal roar (DC 57), rush, spines, stomp (DC 68), swallow whole (20d10+29 plus 20d6 acid, AC 45, hp 140), thunderous trample (40d10+43, DC 68) [B]Str [/B]68, [B]Dex[/B] 16, [B]Con[/B] 46, [B]Int [/B]3, [B]Wis[/B] 32, [B]Cha[/B] 34 [B]Base Atk[/B] +50; [B]CMB[/B] +132; [B]CMD[/B] 114 (118 vs. trip) [B]Feats[/B] Alertness, Cleave, Combat Reflexes, Cornugon Smash, Furious Focus, Dodge, Great Cleave, Greater Vital Strike, Improved Critical (bite, claws, gore), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Iron Will, Multiattack, Muscle Reaction, Power Attack, Run, Signature Skill (intimidate), Staggering Critical, Vital Strike [B]Epic Feats[/B] Good Will, Improved Dodge, Light EradicationB, Sixth Sense, UnderwalkerB [B]Skills[/B] Acrobatics +7 (+129 when jumping [+331 when jumping under rush]), Climb +37, Intimidate +65, Perception +82, Sense Motive +17, Swim +37; [B]Racial Modifiers[/B] +20 Perception [B]Languages[/B] Abyssal, Aklo, Celestial, Infernal (cannot speak); telepathy 1.000 ft. [B]SQ[/B] cleaving attacks, hibernation, hold breath, massive, mythic, muscle reflexes, planar leap, powerful leaper, siege beast, spawn of the eater of gods, tenacious grapple, unstoppable force [U][B]Divine Abilities[/B][/U] • Eternal Freedom (Su): You are immune to spells and effects which impede movement • Moderate Eradication (Ex): Reduce by 50% the chance of negating a critical hit • Strong Mind (Ex): Str as insight to attack rolls • Strong Soul (Ex): Str as insight to saving throw [B]Aerial Assault (Ex)[/B] The tarrasque can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, it can expend one use of its mythic power to include a single Acrobatics check made to jump, adding 150 feet to the height or distance it jumps. It can add an additional 150 feet to its jump for each use of mythic power it expends. It takes no falling damage from the height gained as part of this leap. If its attack hits, it deals an amount of additional damage equal to the falling damage appropriate for the height it reached with its leap (maximum 20d6 as usual). If the tarrasque successfully grapples a creature, it brings its target to the ground at the end of its jump. The grabbed creature takes an appropriate amount of falling damage for the height it was at when the tarrasque grappled it. When the tarrasque lands after an aerial assault, it can expend one additional use of its mythic power to crush any Colossal or smaller creatures that fit under its space (including a creature it grappled while leaping, but not one it has swallowed whole), dealing 20d10+43 points of damage. Creatures in the area must succeed on a DC 57 Reflex save or be pinned, automatically taking 20d10+43 points of damage during the next round if the tarrasque does not move off them. The tarrasque can maintain the pin as a move action but must succeed on a combat maneuver check as normal. Pinned foes take crushing damage each round if they don’t escape. It does not gain the grappled condition while maintaining this pin. The save DC is Constitution-based. [B]Antimagic Arsenal (Ex)[/B] The tarrasque—and anything that comes out of it—seems to repel magical energies. As a full-round action, the tarrasque may unleash a massive roar of anti-magic spittle that coats all creatures in a 500 foot cone, replicating the effects of greater dispel magic and making dispel checks against all active effects within. Furthermore, the area of the cone is treated as an antimagic field for 1 round after its use (this antimagic does not impare the tarrasque itself. This greater dispel magic effect is also applied to the targets of the tarrasque's successful melee attacks; if the tarrasque strikes a creature within a melee natural attack, that creature is the subject of a targeted greater dispel magic. For both the cone and melee attack, the caster level is equal to the tarrasque’s HD plus divine bonus. [B]Block Attack (Ex)[/B] When an opponent makes a melee attack against the tarrasque, it can expend a use of an attack of opportunity to attempt to parry that attack. The tarrasque makes an attack roll as if it was making an attack of opportunity; for each size category the attacking creature is larger than the tarrasque, the tarrasque takes a –2 penalty on this roll. If its result is greater than the attacking creature’s result, the creature’s attack automatically misses. The tarrasque must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry, the tarrasque can make a free melee attack against the creature whose attack it parried consuming another attack of opportunity, provided that creature is within its reach and it has at least one other attack of opportunity still available that round. [B]Carapace (Su)[/B] The tarrasque’s scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 50% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated. [B]Cleaving Attacks (Ex)[/B] A single attack from the tarrasque’s natural weapons can target all creatures in a 60-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. The tarrasque can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with its bite attack, making a single check and applying it against the CMD of all targets. If the tarrasque grapples a creature of Gargantuan size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. The tarrasque can grapple any number of creatures of Colossal size or smaller simultaneously. [B]Crunch (Ex)[/B] Instead of swallowing its prey whole, the tarrasque can use its massive bite strength and numerous knife-like teeth to crush and tear its prey apart in its mouth. If the tarrasque successfully maintains a grapple with a creature in its mouth (not using its fast swallow ability), and chooses to deal damage to the creature (instead of pinning it or swallowing it whole), it deals damage as though it had confirmed a critical hit with its bite. Because this ability is not a true critical hit, creatures with Fortification or immunity to them are not immune to it. [B]Devastation (Ex)[/B] As a full-round action, the tarrasque can assault a structure, dealing 240d10+516 points of damage to the structure in that round (this damage is already increased by siege beast). [B]Earthquake (Ex)[/B] The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an extraordinary earthquake spell with a range of 1 mile centered on the tarrasque (including underground) and the save DC for all the effects is 68 (instead of 15 or 20, but not for the Constitution check, it remain 15). The tarrasque is immune to its own earthquake effect. After using this ability the tarrasque must wait 1 minute before using it again. The save DC is Strength-based. [B]Eruption (Ex)[/B] Even the land itself screams at the tarrasque's coming. As a full-round action every 10 minutes, the tarrasque can roar while slamming the ground, making the earth start to tremble. 1d4+1 rounds later, a torrent of lava erupts on a place within view of the tarrasque of its choice. It’s a cylinder with a radius of 250 ft. (5 ft. per HD) reaching 5.000 ft. high (100 ft. per HD). Creatures inside the cylinder get a Reflex save DC 57 to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. The tarrasque is completely immune to the eruption. The eruption lasts for 5 minutes (1 round per HD). The save DC is Constitution-based. [B]Fragmentation Spines (Su)[/B] When the tarrasque attacks with its spines, a spine that hits a target’s touch AC explodes in a 10-foot-radius burst of chitinous shards dealing 10d8 points of piercing damage (DC 57 Reflex half). Creatures failing their save are impaled by the jagged spine-shards, taking 10d4 points of bleed damage and are also entangled until all barbed spine fragments are removed. Removing the fragments requires a successful DC 22 Strength check or a DC 57 Heal check (one check required for each failed save), and each check deals the creature 6d6 points of damage whether or not the check succeeds. This fragmentation burst is in addition to the damage dealt to a target by a spine that hits its normal AC. The save DC is Constitution-based. [B]Frightful Presence (Ex)[/B] As the normal ability, but creatures failing the save by 5 or more are panicked instead of shaken for the same duration. Even opponents immune to fear can be affected by this ability, but they gain a +4 bonus on the save. [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, the tarrasque gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The tarrasque’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. The tarrasque does not age and requires no food or drink to sustain itself but unlike a normal abomination, the tarrasque has a compulsion to binge eat whatever is in front of them. [B]Grant Spells[/B] The tarrasque can grant spells of 7th level or less. It grant access to the domains of Chaos, Destruction, and Strength and to the subdomains of Catastrophe, Ferocity, and Rage. [B]Hibernation (Ex)[/B] The tarrasque can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy, though it breathe normally and eat ravenously and almost constantly once it’s been awakened. If the tarrasque is forced into an environment where it cannot breathe and would suffocate or remain below a number of hit points equal to the negative of its Constitution modifier for more than 1 minute, it goes into involuntary hibernation until conditions are right for it to reawaken (or one thousand years if the cause is damage). A tarrasque can enter a state of hibernation voluntarily; doing so takes 1 minute. While in hibernation, it can take no actions but does not need to breath and is not helpless, is only flat-footed and can make Perception check with -10 penalty for notice the presence of creatures within 60 ft. A tarrasque can remain in hibernation for as long as it wishes. While in hibernation, the tarrasque’s damage reduction improves to 100/− and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects. If it is jostled or damaged while hibernating, a tarrasque can attempt a DC 90 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. A tarrasque can set the length of his hibernation when it first enters this state (but only if enter it voluntarily), so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the tarrasque needs only 1d3 rounds to rouse itself, with no Will saving throw necessary. [B]Hurl Foe (Ex)[/B] When the tarrasque damages a Colossal or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 30 feet in a direction of the tarrasque’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the tarrasque’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d8 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. [B]Impenetrable Hide (Ex)[/B] The tarrasque’s damage reduction is DR 40/− from 19/epic and good, and weapons or effects that would normally overcome its damage reduction no longer do so, including effects such as a mythic champion’s fleet charge, the paladin smite evil ability or a mythic trickster’s surprise strike. Its damage reduction applies even against spells, supernatural abilities, and other magical effects that deal bludgeoning, piercing, and slashing damage. When a critical hit is confirmed against the tarrasque, it can expend one use of its mythic power as an immediate action to make a sunder combat maneuver against its attacker’s weapon. If the weapon gains the broken condition, the critical hit is negated and the attack deals normal damage. If the weapon is destroyed, the attack deals no damage. [B]Legendary Fortitude (Ex)[/B] If the tarrasque makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, it instead avoids the effect entirely. If the tarrasque is helpless, it does not gain the benefit of this ability. [B]Massive (Ex)[/B] Because the tarrasque is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to it (GM’s discretion). A Colossal or smaller creature can move through any square occupied by the tarrasque, or vice-versa. The tarrasque can be flanked only by Colossal or larger foes. The tarrasque gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb the tarrasque—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the tarrasque body provokes an attack of opportunity from it. [B]Might (Ex)[/B] The tarrasque deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. [B]Mounting Fury (Ex)[/B] When the tarrasque takes damage in combat, on its next turn it can fly into a rage as a free action. It gains a +4 morale bonus to attack and damage rolls and takes a -2 penalty to AC. While raging, the tarrasque is immune to fatigue, and it can end any of the following conditions affecting it by expending one use of mythic power: exhausted, nauseated, sickened, staggered, stunned. This does not require an action. If a critical hit is confirmed against a raging tarrasque (even if it negates the critical hit with its impenetrable hide), its bonuses to attack and damage rolls increase by 4 and its regeneration increases by 10 as long as it is raging (up to a maximum of five times). It also can negate one of the above conditions without spending a use of mythic power when a critical hit is confirmed against it, even if the effect is inflicted by the critical hit. The tarrasque’s rage lasts as long as the battle or for 1 minute, whichever is shorter, but it can extend this duration by 1 minute by expending one use of its mythic power. [B]Muscle Reflexes (Ex)[/B] Unlike normal, the tarrasque obtains a number of additional attacks of opportunity per round from Combat Reflexes equal to its Strength modifier, instead of using its Dexterity. [B]Mythic (Ex)[/B] The tarrasque has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. The tarrasque, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, like a normal abomination, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability. [B]Planar Leap (Su)[/B] The tarrasque traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year, as a full-round action, the tarrasque can, as part of a jump, plane shift to any other plane (as per the spell of the same name) or teleport to another planet (as for the interplanetary teleport spell). It can only bring itself when it travels in this manner. Unlike a normal plane shift or interplanetary teleport spell, the tarrasque does not need to know the destination and can chose to randomize the destination (this ability will always bring the tarrasque to a biomass rich world or plane). When the tarrasque reaches its destination plane or planet, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature and object within 1 mile of the point where the tarrasque lands (including the monster itself) takes 20d8 points of bludgeoning damage, 20d8 points of divine damage, 20d8 points of fire damage and 20d8 points of sonic damage (Reflex DC 57 for half). In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it. The save DC is Constitution-based. [B]Powerful Leaper (Ex)[/B] The tarrasque uses its Strength to modify Acrobatics checks made to jump, is always considered having a running start when trying an Acrobatics check made for jump, does not have a maximum vertical reach and has a +60 racial bonus on Acrobatics checks made to jump. [B]Primal Roar (Su)[/B] The tarrasque can roar with such strength it creates waves of impact that bring down everything above him. As a standard action, the tarrasque can roar, affecting all creatures in a range of 5 miles (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) must make a Reflex save DC 57 modifier or be mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round per tarrasque Con modifier after it roars. Each round on its turn, subject creatures may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. If the tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the tarrasque itself slamming on it's hard body but whitout dealing it damage. The save DC is Constitution-based. [B]Recovery (Ex)[/B] Whenever the tarrasque fails a saving throw against any non-harmless, non-instantaneous effect, it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The tarrasque can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the tarrasque takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the tarrasque of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the tarrasque automatically activate its planar leap ability in its turn even if the year of recharge is not yet passed but the destination (including if its a plane or planet) is randomized (contrary to the normal, this use only takes it to a place that is not hostile to life, not rich in biomass), the tarrasque does not take the damage of the impact in this case and automatically enter hibernation for one thousand years. [B]Regeneration (Ex)[/B] No form of attack of mortals and deity can suppress the tarrasque’s regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the only true method to truly kill it, is to use pure cosmic energy like from cosmic damage or cosmic might. [B]Rush (Ex)[/B] Once per minute, for 1 round, the tarrasque’s land and swim speeds increases to 400 feet, and its Acrobatics bonus on checks made to jump increases to +150. [B]Siege Beast (Ex)[/B] The tarrasque receives a +20 racial bonus on combat maneuver checks to overrun and Strength checks to break or destroy objects. In addition, the natural weapons of a tarrasque ignore all forms of damage reduction and hardness less than 100 and deals double damage to objects. [B]Spawn of the Eater of Gods (Ex)[/B] The tarrasque is the mightiest of the child of Rovagug, an Anomaly. It gains immunity to all direct offensive Divine Abilities (like most [Effect] or thing like Third Eye) used by an immortal of Greater Deity or lesser status (not other creatures like Hyperboreans) and can freely use his Planar Leap ability to enter any divine realm (assuming it know that realm or has used vengeful eye on its immortal in the last ten thousand years), even if the deity can normally barren planar travel to its realm. The tarrasque also can destroy an artifact such by simply swallowing it (if its a bound artifact or soul object, it reform as normal in 1d4 rounds). [B]Spines (Ex)[/B] The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 90 feet of each other. The spines have a range increment of 600 ft. [B]Stomp (Ex)[/B] As a standard action, the tarrasque may slam the ground it stands, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes in a cone of 1 mile. Creatures that fail a Reflex save DC 68 must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 68. The entire area of effect become difficult terrain (the tarrasque ignore it with massive). The save DC is Strength-based. [B]Swallow Whole (Ex)[/B] The tarrasque can swallow multiple creatures, up to the maximum that fit in its space. Also, if a creature that is swallowed whole by the tarrasque manages to escape by cutting itself free, the monster’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out. [B]Tenacious Grapple (Ex)[/B] The tarrasque’s grab ability ignore freedom of movement spell and similar ability or power that prevent grapple checks or automatically succeeds any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin (like Eternal Freedom). Instead the effect give +8 circumstance bonus (or equal to the creature Divine Rank, whichever is higher) on CMD agaist the grapple or combat maneuver/ Escape Artist checks for escape the grapple. [B]Thunderous Trample (Ex)[/B] The tarrasque gains the trample special attack. If it expends one use of its mythic power when using the charge action, including when using its aerial assault, it can trample all creatures in the path of its charge. When it does so, any creature failing (or forgoing) its Reflex save against the tarrasque’s trample is knocked prone. [B]Unstoppable Force (Ex)[/B] So great is its bulk and strength that the tarrasque can break through or push aside objects in its path without even slowing down. While running, charging, or using trample, the tarrasque can make up to 29 Strength checks to break objects or obstacles in its path as a free action (1 per point of Strength modifier, but only one for a specific object or obstacle). For every 10 feet it has moved so far that round, the tarrasque gains a +1 bonus on this check. If it fails, its movement stops short at the obstacle, and both it and the object suffer 60d10+174 points of bludgeoning damage as it slams headlong into the obstacle (already calculated the increase damage to objects from siege beast). If it succeeds, the object is destroyed, and the tarrasque can continue its movement, as though the obstacle had never been there. Also, the tarrasque's natural weapons ignore all DR that can be bypassed by something. DR/– is only half as effective, and the tarrasque's natural weapons benefit from a permanent ghost touch effect. [B]Vengeful Eye (Ex)[/B] When a creature attacks the tarrasque or uses a teleportation effect within 1 mile, the tarrasque instantly becomes aware of that creature’s location and for 1 hour it is always aware of the direction and distance to that creature and can see its attacker as if it had unlimited-range blindsight. The tarrasque’s vengeful eye ignores illusions and concealment and is not fooled by polymorph effects or other disguises. As long as the tarrasque has line of sight to a creature that has attacked it, any teleportation effect used by that creature fails unless it succeeds on a caster level check (using its Hit Dice as its caster level for supernatural abilities) against the tarrasque’s spell resistance. [/QUOTE]
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From PF Cosmology, some deities
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