Gor Gor -- Advanced Corrupt Tarrasque (CR 35)

Hand of Vecna

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Gor-Gor (CR 35)
NE Corrupt Advanced (+36 HD) Tarrasque
Colossal Aberration

Hit Dice: 84d8+1,176+138 (1,696 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 42 (-8 size, +2 Dex, +38 natural), touch 4, flat-footed 40
Base Attack/Grapple: +84/+117
Attack: Bite +94 melee (4d8+19 plus 20 vile/18-20/x3)
Full Attack: Bite +94 melee (6d8+19 plus 20 vile/18-20/x3) and 2 horns +91 melee (2d8+9 plus 20 vile) and 2 claws +91 melee (3d6+9 plus 20 vile) and tail slap +91 melee (6d6+9 plus 20 vile)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, disruptive attack, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic & good, darkvision 60 feet, fast healing 10, immunity to acid, fire, poison, disease, energy drain and ability damage, regeneration 40, scent, spell resistance 32.
Saves: Fort +59, Ref +47, Will +35
Abilities: Str 49, Dex 14, Con 39, Int 3, Wis 12, Cha 12
Skills: Listen +21, Search +23, Spot +21, Survival +25 (+29 following tracks).
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Toughness (x6), Weapon Focus (Bite).
Epic Feats: Devastating Critical (Bite; DC 75), Epic Toughness (x6), Epic Will, Superior Initiative, Overwhelming Critical (Bite).

Gor-Gor was The Tarrasque of a Material Plane, until it was overrun by demonic Tanar'ri from the Abyss approximately 6 years ago. The harsh conditions the demons engendered on the world forced the Tarrasque to become tougher [hence the Advanced HD], while devouring many hundreds of demons over the years twisted and corrupted it into the abomination it is today. Now, Gor-Gor roams the world, trampling and devouring everything in it's path.


Combat
Gor-Gor attacks with its claws, teeth, horns and tail.
Gor-Gor’s natural weapons are treated as epic and evil-aligned for the purpose of overcoming damage reduction.
Augmented Critical (Ex): Gor-Gor’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage and an additional 2d6 points of damage on a successful critical hit. Additionally, creatures hit by a critical from Gor Gor's bite must make a Fortitude save (DC 75) or be killed outright.
Disruptive Attack (Su): Gor-Gor deals an additional 20 points of vile damage with each natural attack to uncorrupted living corporeal creatures. Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character’s body or soul that only in a holy place can healing magic repair the damage.
Frightful Presence (Su): Gor-Gor can inspire terror by charging or attacking. Affected creatures must succeed on a DC 57 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of Gor-Gor. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Gor-Gor must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Rush (Ex): Once per minute, the normally slow-moving Gor-Gor can move at a speed of 150 feet.
Swallow Whole (Ex): Gor-Gor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+9 points of crushing damage plus 2d8+6 points of acid damage and 20 points of vile damage per round from Gor-Gor’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Gor-Gor’s digestive tract (AC 29). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Gor-Gor’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): Gor-Gor’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Fast Healing (Ex): Fast Healing 10. Fast Healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Gor-Gor to regrow lost body parts.
Regeneration (Ex): Regeneration 40. No form of attack deals lethal damage to Gor-Gor. Gor-Gor regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If Gor-Gor fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1,706 hp). Gor-Gor is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. Gor-Gor can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,706 hit points) and using a wish or miracle spell to keep it dead.
If Gor-Gor loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). Gor-Gor can reattach the severed member instantly by holding it to the stump.
Skills: Gor-Gor has a +8 racial bonus on Listen and Spot checks.
 

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A little of both -- I'd been toying with a nastier version of the Tarrasque for a while, and then a few weeks ago the DM for our Epic-level Campaign (Average party level 31, currently) told us he had an idea for a world-hopping adventure, and as a way to make each world seem truly 'different,' he'd let us each run one or two alternate world adventures. One of the players is going to run us through a D20 Modern adventure, one may take us to Athas, another may take us to Krynn, and there's talk of a Weird Wars and a BESM D20/Sailor Moon adventure. My adventure will take place on an alternate Oerth that was overrun by demons about 6 years ago (i.e. the heroes in this world's Return of the Eight adventure all failed horribly, allowing Tuerny's hordes to break through).
 
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