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Super solo rules, considered
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<blockquote data-quote="Fieari" data-source="post: 5861679" data-attributes="member: 16221"><p>Here's another shot at a Super-Solo. In fact... a Tarrasque. Down to level 20 like it should be.</p><p></p><p></p><p><strong>Tarrasque Level 20 Super-Solo Brute</strong></p><p><em>Gargantuan Elemental Magical Beast XP 35,000</em></p><p></p><p><strong>Initiative</strong> +13 <strong>Senses</strong> Perception +15; Blindsight 20</p><p><strong>Earthbinding</strong> aura 60; any flying creature in the aura has its fly speed reduced to half and maximum altitude reduced to 30 feet (putting it within the tarrasque’s reach). Any creature above this altitude at the end of its turn falls to an altitude of 30 feet automatically.</p><p>HP 1020; Bloodied 510</p><p>AC 34; Fortitude 40, Reflex 31, Will 37</p><p><strong>Immune</strong> Low attacks (see carapace), charm, fear, weakened condition; <strong>Resist</strong> 1/2 ranged attacks</p><p>Saving Throws +5</p><p>Speed 8, Burrow 8, Climb 8</p><p>Action Points 2</p><p></p><p><strong>Traits</strong></p><p>------</p><p><strong>Elder of Annihilation</strong></p><p>The tarrasque's (external) attacks ignore all resistances.</p><p></p><p><strong>Instinctual Reaction</strong></p><p>The Tarrasque can use an action point at any time to gain an immediate standard action.</p><p></p><p><strong>Carapace</strong></p><p>The Tarrasque takes up a 4x4x4 cube of space. Attacks directed at the lower 4x4x2 cubes deal no damage, requiring either reach, ranged attacks, flight, or a DC 30 athletics check to Climb (Provoking) or Running Jump (single attack only) to within reach.</p><p></p><p><strong>Slumber of the Tarrasque</strong></p><p>Reducing the Tarrasque to 0 hit points, or any other method that would normally kill a creature (such as disease or drowning) does not kill the tarrasque, but instead causes it to fall asleep until it can use its Regeneration ability. If forcibly kept asleep for 5 minutes, it will sleep longer (DM specified period).</p><p></p><p><strong>Resilience</strong></p><p>The Tarrasque is Resilient to many status effects, reducing them as follows:</p><p>Attacks that would knock unconscious, stun instead.</p><p>Attacks that would stun, daze instead.</p><p>Attacks that would daze, slow instead.</p><p></p><p><strong>Adaptation</strong></p><p>Every time the Tarrasque is hit and damaged by a specific attack, it gains a resist 10 versus that attack which lasts until that attacker uses a different attack against the Tarrasque. Each additional round the attacker (or anyone else) uses the same attack, the resist goes up by an additional 10.</p><p></p><p><em>Example: Consider 2 wizards attacking the Tarrasque, named Alicia and Baroq.</em></p><p><em></em></p><p><em>Round 1- Alicia attacks with Magic Missile, Tarrasque does not resist. (MM Resist lasts until end of Alicia's next turn)</em></p><p><em>Baroq attacks with Magic Missile, Tarrasque Resists 10. (MM Resist now lasts until the end of Baroq's next turn instead)</em></p><p><em></em></p><p><em>Round 2- Alicia attacks with Flaming Hands, Tarrasque does not resist. (FH Resist lasts until the end of Alicia's next turn).</em></p><p><em>Baroq attacks with Magic Missile, Tarrasque Resists 20. (MM Resist still in effect, and lasts until the end of Baroq's next turn)</em></p><p><em></em></p><p><em>Round 3- Alicia attacks with Disintegrate, Tarrasque does not resist. (D Resist until the end of Alicia's next turn, FH Resist Ends).</em></p><p><em>Baroq attacks with Flaming Hands, Tarrasque does not resist. (FH Resist until the end of Baroq's next turn, MM Resist ends).</em></p><p></p><p><strong>Standard Actions</strong></p><p>------------------</p><p>(Basic Melee) <strong>Bite * At-Will (Not when bloodied)</strong></p><p>Threatening Reach 3; +23 vs AC; 3d6 + 8 damage, ongoing 5 damage (save ends)</p><p></p><p>(Basic Melee) <strong>Swallow Whole * At-Will (Only when bloodied)</strong></p><p>Threatening Reach 3; +21 vs Reflex; 3d6 + 8 damage and target is sent Inside the Tarrasque.</p><p></p><p><strong>Move Actions</strong></p><p>------------</p><p>(Melee) <strong>Trample * At-Will</strong></p><p>The Tarrasque can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Tarrasque must end its move in an unoccupied space. When it enters an enemy’s space, the Tarrasque makes a trample attack: </p><p>+21 vs. Reflex; 3d6 + 8 damage, and the target is knocked prone.</p><p></p><p><strong>Minor Actions</strong></p><p>-------------</p><p>(Basic Melee) <strong>Tail Slap * At-Will (Only when flanked)</strong></p><p>Threatening Reach 3; +23 vs AC; 1d10 + 8 damage, slide 4, prone. For every square that movement is blocked because of a solid surface, deal an additional 1d10 damage.</p><p></p><p><strong>Triggered Actions</strong></p><p>-----------------</p><p><strong>Sharpness Bite * At-Will</strong></p><p><em>Trigger:</em> The Tarrasque scores a critical hit with its Bite or Swallow Whole attack.</p><p><em>Attack:</em> +21 vs Fortitude, or Auto-hit vs Bloodied target.</p><p><em>Hit</em>: 3d8 + 7 damage and the Tarrasque severs an appendage from the target. Roll 1d10:</p><p> 1-5: Arm-- Cannot dual wield or use two handed weapons. -5 to attack.</p><p> 6-9: Leg-- Cannot stand without a crutch, wall, or balance DC 31. Walk speed reduced to 1. -5 to AC.</p><p> (8-9: Wing, If Applicable)-- Cannot fly.</p><p> 10: Head-- Instant death.</p><p>The tarrasque may spend a move action to swallow the body part, otherwise, it lands on the ground at the tarrasque's feet.</p><p></p><p><strong>Reflective Carapace * At-Will</strong></p><p><em>Trigger</em>: An enemy misses the Tarrasque with a ranged attack.</p><p><em>Effect</em>: The Tarrasque attacks any target within range and line-of-effect from the initially targeted square with the same missed attack, at a +21 attack bonus.</p><p></p><p><strong>Regeneration * At-Will</strong></p><p><em>Trigger</em>: The tarrasque ends its turn without having been damaged at all in the previous round. (Successful attacks do not prevent this ability if they deal no damage)</p><p><em>Effect</em>: The tarrasque heals 255 hp. All negative status conditions are removed. Any "permanent" injury such as limb loss or disease is recovered.</p><p></p><p><strong>Instant Recovery * At-Will</strong></p><p><em>Trigger</em>: The Tarrasque is afflicted with any effect that allows a saving throw.</p><p><em>Effect</em>: The Tarrasque makes an immediate saving throw.</p><p></p><p></p><p>Alignment Unaligned Languages --</p><p>Str: 40 (+25) Dex: 17 (+13) Wis: 15 (+12)</p><p>Con: 36 (+23) Int: 3 (+6) Cha: 7 (+8)</p><p></p><p></p><p></p><p></p><p></p><p><strong>ENCOUNTER: Inside the Tarrasque</strong></p><p>A swallowed adventurer will have to go through a series of organs-acting-as-monsters, traps, and puzzles before reaching the Tarrasque's Heart, which is the only way to kill the Tarrasque permanently. Most damage done to the inside of the Tarrasque does not injure the Tarrasque with noted exceptions, and the internal organ also possess the Regeneration ability, meaning that the round after they stop taking damage they are healed in full.</p><p></p><p>Even stabbing the Tarrasque's Heart is not enough to kill it alone. The Tarrasque must be simultaneously defeated on the outside, by reducing it to 0 HP and causing it to sleep, as well as defeating its heart on the inside. Defeating only one or the other will allow the Tarrasque to regenerate-- both must defeated at the same time.</p><p></p><p><strong>Inside The Tarrasque's Mouth</strong></p><p>-----------------------------------</p><p><em>Description: The mouth is a room 10'x10' in size, with barely 3 or 4 feet of space between the roof and the tongue, which you are lying prone on. Rows of razor teeth line the walls and roof of the Tarrasque's mouth. You may be able to jump out the next time the Tarrasque opens its mouth, or you could try forcing it open. Acid drips from every surface, and is also in a great pool beneath the tongue. There is no room to stand, but you should be able to crawl around, if you so see fit. </em></p><p></p><p>Anyone within the Tarrasque's mouth takes 1d10 acid damage per round.</p><p></p><p>The mouth can be forced open with a DC 30 athletics check, dealing an additional 1d8 damage from the razor teeth in the process. The mouth will open whenever the Tarrasque attacks someone else with Swallow Whole or Bite, but will close again before you have a chance to get out unless you ready an action for escape.</p><p></p><p>Anyone deliberately attempting to go down the Tarrasque's throat will be able to make checks to see Gizzard Stones there, and disable them from relative safety if they are able.</p><p></p><p>Regardless, the Tarrasque's Tongue will immediately attack, attempting to help chew and swallow the victim.</p><p></p><p><strong>Tarrasque's Tongue Level 20 Controller</strong></p><p><strong>Large Elemental Magical Beast</strong></p><p></p><p><strong>Initiative</strong> +16 <strong>Senses</strong> blindsight 1</p><p><strong>HP</strong> 194; <strong>Bloodied</strong> 97</p><p><strong>AC</strong> 34; <strong>Fortitude</strong> 33, <strong>Reflex</strong> 32, <strong>Will</strong> 32</p><p><strong>Resist</strong> 10 acid</p><p><strong>Speed</strong> 0</p><p></p><p>(Basic Melee) <strong>Chew * At-Will</strong></p><p><em>The tongue grinds you against the razors on the roof of the Tarrasque's mouth.</em></p><p>+25 vs AC; 3d6 + 8 damage.</p><p></p><p>(Melee) <strong>Swallow * At-Will</strong></p><p><em>The tongue forces you towards the Tarrasque's throat, grinding you against the razors on the roof of the Tarrasque's mouth in the process.<em></em></em></p><p><em><em>+25 vs AC; 3d6 + 8 damage and slide 1.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Inside the Tarrasque's Throat</strong></em></em></p><p><em><em>------------------------------------</em></em></p><p><em><em><em>The Tarrasque's Throat is a 5' diameter tube that drops down at least 20 feet into its stomach. Near the top of the throat, however, is an organ similar to a Chicken's Gizzard Stones, meant to assist in grinding up anything to be swallowed before it reaches the stomach.</em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Gizzard Stones Level 20 Lurker</strong></em></em></p><p><em><em><strong>Trap XP 500</strong></em></em></p><p><em><em></em></em></p><p><em><em><strong>Perecption</strong></em></em></p><p><em><em> DC 20; The throat looks like it can expand or contract.</em></em></p><p><em><em> DC 24; There is a gizzard filled with sharp rocks connected to the throat.</em></em></p><p><em><em> DC 28; Those rocks are uncut diamonds the size of bowling balls.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Attack</strong></em></em></p><p><em><em>Melee 1; +25 vs Reflex (+27 if target unaware); Target is immobilized, restrained, and takes ongoing 20 damage until free.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Escaping</strong></em></em></p><p><em><em><strong>Squirm Through</strong>: A character may attempt to squirm his way through the stones. DC 24 Endurance check, taking 3d12 damage in the process whether he succeeds or fails.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Cut Throat</strong>: A character may attempt to use a heavy blade, such as an Axe or Great Sword, to cut through the throat itself. (Other attacks have no effect on the hardened throat) AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Skip directly to Heart Cavity.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Countermeasures</strong></em></em></p><p><em><em><strong>Spring the Trap</strong>: Reaching for the diamonds or otherwise entering the throat in any way triggers the trap.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Bypass</strong>: A DC 29 acrobatics check will enable you to slide down the throat before the gizzard can grab you.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Gag Reflex</strong>: A DC 25 Heal check will inform you that there is a tissue in the throat that will cause the Tarrasque to gag, temporarily disabling the gizzard. A followup DC 20 Thievery check will activate the gag, allowing 1 round to get down the throat unharmed.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Inside the Tarrasque's Stomach</strong></em></em></p><p><em><em>------------------------------</em></em></p><p><em><em><em>There is finally room to stand... or at least swim. You are in a cavern roughly fifteen feet in diameter, filled with a 5' deep pool of caustic stomach acid. You share this cavern with a number of parasites.</em></em></em></p><p><em><em></em></em></p><p><em><em>A DC 20 acrobatics check will allow the character to stop his descent into the acid via a "Chimney Climb" manuever at the entrance to the stomach. The parasites can still jump out of the acid and reach you here.</em></em></p><p><em><em></em></em></p><p><em><em>Each round in the acid will deal 5 ongoing acid damage (save ends), cumulative; so two rounds in the acid will cause 10 ongoing, and so on. No saving throws may be made against this damage until no longer immersed in the acid.</em></em></p><p><em><em></em></em></p><p><em><em>There are three ways out of the stomach. </em></em></p><p><em><em></em></em></p><p><em><em>1) Climb back up the throat (and past the gizzard again, and into the mouth). Throat Climb DC 30 (due to slickness, smoothness, and the movement of the tarrasque). Climbing the stomach wall is DC 20.</em></em></p><p><em><em></em></em></p><p><em><em>2) Cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Go to "Amongst Organs".</em></em></p><p><em><em></em></em></p><p><em><em>3) Head down through the acid to gain entrance to the intestines (and eventually out)</em></em></p><p><em><em></em></em></p><p><em><em>Regardless of route taken, the various parasites will immediately attack. There are 5 parasites, and they can follow either into to the intestines (one at a time), as well as Amongst the Organs and into the Heart Cavity.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Tarrasque's Intestinal Parasites Level 20 Minion Skirmisher</strong></em></em></p><p><em><em><strong>Small Elemental Magical Beast XP 700</strong></em></em></p><p><em><em></em></em></p><p><em><em><strong>Initiative</strong> +20 <strong>Senses</strong>: Blindsight 20</em></em></p><p><em><em><strong>HP</strong> 1 (A missed attack never deals damage to a minion)</em></em></p><p><em><em><strong>AC</strong> 34; <strong>Fortitude</strong> 32, <strong>Reflex</strong> 33, <strong>Will</strong> 32</em></em></p><p><em><em><strong>Immune</strong> Acid</em></em></p><p><em><em><strong>Speed</strong> Swim 6, Jump 4</em></em></p><p><em><em></em></em></p><p><em><em><strong>Jumping Attack</strong></em></em></p><p><em><em>A parasite can jump its full jump speed, attack, and then fall.</em></em></p><p><em><em></em></em></p><p><em><em>(Basic Melee) <strong>Bite * At-Will</strong></em></em></p><p><em><em>+25 vs AC; 5 ongoing acid damage (save ends)</em></em></p><p><em><em></em></em></p><p><em><em><strong>Regeneration * At-Will</strong></em></em></p><p><em><em><em>Trigger:</em> 2 Rounds after killed, while immersed in acid</em></em></p><p><em><em><em>Effect:</em> The parasite ressurects itself</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Inside Tarrasque's Intestines</strong></em></em></p><p><em><em>-----------------------------</em></em></p><p><em><em><em>The intestines are cramped; a medium creature can only just squeeze through them.</em></em></em></p><p><em><em></em></em></p><p><em><em>They are lined with acid, dealing 5 cumulative ongoing acid damage (just like the stomach). The intestines are 36 squares long, and require a DC 25 Athletics check to escape at the end.</em></em></p><p><em><em></em></em></p><p><em><em>At any point during the escape, the character may attempt to cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage). Go to "Amongst the Organs".</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Amongst the Organs</strong></em></em></p><p><em><em>--------------</em></em></p><p><em><em><em>You are outside the Tarrasque's Stomach, amidst its kidneys, liver, and other organs-- and literally swimming in fat.</em></em></em></p><p><em><em></em></em></p><p><em><em>While holding their breath, characters may attempt to attack the various organs, or the carapace of the Tarrasque itself: AC 34; Fortitude 40, HP 204. Attacking the organs does deal damage to the main Tarrasque. Attacking the carapace does not, however it can open a way in or out of the Tarrasque (noting that the round after you stop damaging it, it closes again).</em></em></p><p><em><em></em></em></p><p><em><em>Reaching the Heart will require swimming. Swiming in the fat is very disorienting, and requires a DC 20 insight check to determine which way is up, followed by three DC 25 athletics check to actually swim up to the chest cavity. Each athletics check requires a move action. On final success, go to Heart Cavity.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Heart Cavity</strong></em></em></p><p><em><em>------------</em></em></p><p><em><em><em>There is a 15'x10' cavity inside the Tarrasque. You stand on the diaphram, with the throat behind you, spine above you, lungs to either side, and the Tarrasque's Heart directly in front of you.</em></em></em></p><p><em><em></em></em></p><p><em><em>The Heart of the Tarrasque is a monster in its own right, and must be fought and killed. It will not regenerate as long as someone remains within the Heart Cavity, but will regenerate 480 HP per round it is alone.</em></em></p><p><em><em></em></em></p><p><em><em>The Heart can push attackers back-- if pushed backed all the way, they return to Amongst the Organs.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Heart of the Tarrasque Level 20 Elite Controller</strong></em></em></p><p><em><em><em>Large Elemental Magical Beast XP 5,600</em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Initiative</strong> +5</em></em></p><p><em><em><strong>HP</strong> 384; <strong>Bloodied</strong> 192 <strong>Senses</strong>: Blindsight 15</em></em></p><p><em><em><strong>AC</strong> 36; <strong>Fortitude</strong>: 34 <strong>Reflex</strong>: 22 <strong>Will</strong>: 35</em></em></p><p><em><em><strong>Speed</strong> Immobile (cannot be force moved)</em></em></p><p><em><em><strong>Saving Throws</strong> +5; Action Points 2</em></em></p><p><em><em></em></em></p><p><em><em><strong>Standard Actions</strong></em></em></p><p><em><em>----------------</em></em></p><p><em><em>(Basic Melee) <strong>Heartstrings (Psychic) * At-Will</strong></em></em></p><p><em><em>Threatening Reach 3; +25 vs AC; 3d6 + 8 damage, and target is immobilized (save ends).</em></em></p><p><em><em></em></em></p><p><em><em>(Melee) <strong>Absorb Strength (Psychic) * At-Will</strong></em></em></p><p><em><em>Melee 3 (Targets only immobilized creatures); +24 vs Will; 4d10 + 7 damage.</em></em></p><p><em><em></em></em></p><p><em><em>(Melee) <strong>Enraging Passions (Psychic) * At-Will</strong></em></em></p><p><em><em>Melee 3 (Targets only immobilized creatures); +24 vs Will; Target immediately uses its highest-level encounter attack power against a creature or creatures of the kraken's choice, including the target itself. This use of the power does not expend it. The target uses the power even if the power has been expended.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>Minor Actions</strong></em></em></p><p><em><em>-------------</em></em></p><p><em><em><strong>Tugging on Heartstrings * At-Will</strong></em></em></p><p><em><em>Close blast 3; All immobilized creatures in blast take 15 psychic damage and slide 1.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>Str: 23 (+16) Dex: 0 (+5) Wis: 26 (+18)</em></em></p><p><em><em>Con: 24 (+17) Int: 3 (+6) Cha: 26 (+18)</em></em></p></blockquote><p></p>
[QUOTE="Fieari, post: 5861679, member: 16221"] Here's another shot at a Super-Solo. In fact... a Tarrasque. Down to level 20 like it should be. [b]Tarrasque Level 20 Super-Solo Brute[/b] [i]Gargantuan Elemental Magical Beast XP 35,000[/i] [b]Initiative[/b] +13 [b]Senses[/b] Perception +15; Blindsight 20 [b]Earthbinding[/b] aura 60; any flying creature in the aura has its fly speed reduced to half and maximum altitude reduced to 30 feet (putting it within the tarrasque’s reach). Any creature above this altitude at the end of its turn falls to an altitude of 30 feet automatically. HP 1020; Bloodied 510 AC 34; Fortitude 40, Reflex 31, Will 37 [b]Immune[/b] Low attacks (see carapace), charm, fear, weakened condition; [b]Resist[/b] 1/2 ranged attacks Saving Throws +5 Speed 8, Burrow 8, Climb 8 Action Points 2 [b]Traits[/b] ------ [b]Elder of Annihilation[/b] The tarrasque's (external) attacks ignore all resistances. [b]Instinctual Reaction[/b] The Tarrasque can use an action point at any time to gain an immediate standard action. [b]Carapace[/b] The Tarrasque takes up a 4x4x4 cube of space. Attacks directed at the lower 4x4x2 cubes deal no damage, requiring either reach, ranged attacks, flight, or a DC 30 athletics check to Climb (Provoking) or Running Jump (single attack only) to within reach. [b]Slumber of the Tarrasque[/b] Reducing the Tarrasque to 0 hit points, or any other method that would normally kill a creature (such as disease or drowning) does not kill the tarrasque, but instead causes it to fall asleep until it can use its Regeneration ability. If forcibly kept asleep for 5 minutes, it will sleep longer (DM specified period). [b]Resilience[/b] The Tarrasque is Resilient to many status effects, reducing them as follows: Attacks that would knock unconscious, stun instead. Attacks that would stun, daze instead. Attacks that would daze, slow instead. [b]Adaptation[/b] Every time the Tarrasque is hit and damaged by a specific attack, it gains a resist 10 versus that attack which lasts until that attacker uses a different attack against the Tarrasque. Each additional round the attacker (or anyone else) uses the same attack, the resist goes up by an additional 10. [i]Example: Consider 2 wizards attacking the Tarrasque, named Alicia and Baroq. Round 1- Alicia attacks with Magic Missile, Tarrasque does not resist. (MM Resist lasts until end of Alicia's next turn) Baroq attacks with Magic Missile, Tarrasque Resists 10. (MM Resist now lasts until the end of Baroq's next turn instead) Round 2- Alicia attacks with Flaming Hands, Tarrasque does not resist. (FH Resist lasts until the end of Alicia's next turn). Baroq attacks with Magic Missile, Tarrasque Resists 20. (MM Resist still in effect, and lasts until the end of Baroq's next turn) Round 3- Alicia attacks with Disintegrate, Tarrasque does not resist. (D Resist until the end of Alicia's next turn, FH Resist Ends). Baroq attacks with Flaming Hands, Tarrasque does not resist. (FH Resist until the end of Baroq's next turn, MM Resist ends).[/i] [b]Standard Actions[/b] ------------------ (Basic Melee) [b]Bite * At-Will (Not when bloodied)[/b] Threatening Reach 3; +23 vs AC; 3d6 + 8 damage, ongoing 5 damage (save ends) (Basic Melee) [b]Swallow Whole * At-Will (Only when bloodied)[/b] Threatening Reach 3; +21 vs Reflex; 3d6 + 8 damage and target is sent Inside the Tarrasque. [b]Move Actions[/b] ------------ (Melee) [b]Trample * At-Will[/b] The Tarrasque can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Tarrasque must end its move in an unoccupied space. When it enters an enemy’s space, the Tarrasque makes a trample attack: +21 vs. Reflex; 3d6 + 8 damage, and the target is knocked prone. [b]Minor Actions[/b] ------------- (Basic Melee) [b]Tail Slap * At-Will (Only when flanked)[/b] Threatening Reach 3; +23 vs AC; 1d10 + 8 damage, slide 4, prone. For every square that movement is blocked because of a solid surface, deal an additional 1d10 damage. [b]Triggered Actions[/b] ----------------- [b]Sharpness Bite * At-Will[/b] [i]Trigger:[/i] The Tarrasque scores a critical hit with its Bite or Swallow Whole attack. [i]Attack:[/i] +21 vs Fortitude, or Auto-hit vs Bloodied target. [i]Hit[/i]: 3d8 + 7 damage and the Tarrasque severs an appendage from the target. Roll 1d10: 1-5: Arm-- Cannot dual wield or use two handed weapons. -5 to attack. 6-9: Leg-- Cannot stand without a crutch, wall, or balance DC 31. Walk speed reduced to 1. -5 to AC. (8-9: Wing, If Applicable)-- Cannot fly. 10: Head-- Instant death. The tarrasque may spend a move action to swallow the body part, otherwise, it lands on the ground at the tarrasque's feet. [b]Reflective Carapace * At-Will[/b] [i]Trigger[/i]: An enemy misses the Tarrasque with a ranged attack. [i]Effect[/i]: The Tarrasque attacks any target within range and line-of-effect from the initially targeted square with the same missed attack, at a +21 attack bonus. [b]Regeneration * At-Will[/b] [i]Trigger[/i]: The tarrasque ends its turn without having been damaged at all in the previous round. (Successful attacks do not prevent this ability if they deal no damage) [i]Effect[/i]: The tarrasque heals 255 hp. All negative status conditions are removed. Any "permanent" injury such as limb loss or disease is recovered. [b]Instant Recovery * At-Will[/b] [i]Trigger[/i]: The Tarrasque is afflicted with any effect that allows a saving throw. [i]Effect[/i]: The Tarrasque makes an immediate saving throw. Alignment Unaligned Languages -- Str: 40 (+25) Dex: 17 (+13) Wis: 15 (+12) Con: 36 (+23) Int: 3 (+6) Cha: 7 (+8) [b]ENCOUNTER: Inside the Tarrasque[/b] A swallowed adventurer will have to go through a series of organs-acting-as-monsters, traps, and puzzles before reaching the Tarrasque's Heart, which is the only way to kill the Tarrasque permanently. Most damage done to the inside of the Tarrasque does not injure the Tarrasque with noted exceptions, and the internal organ also possess the Regeneration ability, meaning that the round after they stop taking damage they are healed in full. Even stabbing the Tarrasque's Heart is not enough to kill it alone. The Tarrasque must be simultaneously defeated on the outside, by reducing it to 0 HP and causing it to sleep, as well as defeating its heart on the inside. Defeating only one or the other will allow the Tarrasque to regenerate-- both must defeated at the same time. [b]Inside The Tarrasque's Mouth[/b] ----------------------------------- [i]Description: The mouth is a room 10'x10' in size, with barely 3 or 4 feet of space between the roof and the tongue, which you are lying prone on. Rows of razor teeth line the walls and roof of the Tarrasque's mouth. You may be able to jump out the next time the Tarrasque opens its mouth, or you could try forcing it open. Acid drips from every surface, and is also in a great pool beneath the tongue. There is no room to stand, but you should be able to crawl around, if you so see fit. [/i] Anyone within the Tarrasque's mouth takes 1d10 acid damage per round. The mouth can be forced open with a DC 30 athletics check, dealing an additional 1d8 damage from the razor teeth in the process. The mouth will open whenever the Tarrasque attacks someone else with Swallow Whole or Bite, but will close again before you have a chance to get out unless you ready an action for escape. Anyone deliberately attempting to go down the Tarrasque's throat will be able to make checks to see Gizzard Stones there, and disable them from relative safety if they are able. Regardless, the Tarrasque's Tongue will immediately attack, attempting to help chew and swallow the victim. [b]Tarrasque's Tongue Level 20 Controller Large Elemental Magical Beast[/b] [b]Initiative[/b] +16 [b]Senses[/b] blindsight 1 [b]HP[/b] 194; [b]Bloodied[/b] 97 [b]AC[/b] 34; [b]Fortitude[/b] 33, [b]Reflex[/b] 32, [b]Will[/b] 32 [b]Resist[/b] 10 acid [b]Speed[/b] 0 (Basic Melee) [b]Chew * At-Will[/b] [i]The tongue grinds you against the razors on the roof of the Tarrasque's mouth.[/i] +25 vs AC; 3d6 + 8 damage. (Melee) [b]Swallow * At-Will[/b] [i]The tongue forces you towards the Tarrasque's throat, grinding you against the razors on the roof of the Tarrasque's mouth in the process.[i] +25 vs AC; 3d6 + 8 damage and slide 1. [b]Inside the Tarrasque's Throat[/b] ------------------------------------ [i]The Tarrasque's Throat is a 5' diameter tube that drops down at least 20 feet into its stomach. Near the top of the throat, however, is an organ similar to a Chicken's Gizzard Stones, meant to assist in grinding up anything to be swallowed before it reaches the stomach.[/i] [b]Gizzard Stones Level 20 Lurker Trap XP 500[/b] [b]Perecption[/b] DC 20; The throat looks like it can expand or contract. DC 24; There is a gizzard filled with sharp rocks connected to the throat. DC 28; Those rocks are uncut diamonds the size of bowling balls. [b]Attack[/b] Melee 1; +25 vs Reflex (+27 if target unaware); Target is immobilized, restrained, and takes ongoing 20 damage until free. [b]Escaping[/b] [b]Squirm Through[/b]: A character may attempt to squirm his way through the stones. DC 24 Endurance check, taking 3d12 damage in the process whether he succeeds or fails. [b]Cut Throat[/b]: A character may attempt to use a heavy blade, such as an Axe or Great Sword, to cut through the throat itself. (Other attacks have no effect on the hardened throat) AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Skip directly to Heart Cavity. [b]Countermeasures[/b] [b]Spring the Trap[/b]: Reaching for the diamonds or otherwise entering the throat in any way triggers the trap. [b]Bypass[/b]: A DC 29 acrobatics check will enable you to slide down the throat before the gizzard can grab you. [b]Gag Reflex[/b]: A DC 25 Heal check will inform you that there is a tissue in the throat that will cause the Tarrasque to gag, temporarily disabling the gizzard. A followup DC 20 Thievery check will activate the gag, allowing 1 round to get down the throat unharmed. [b]Inside the Tarrasque's Stomach[/b] ------------------------------ [i]There is finally room to stand... or at least swim. You are in a cavern roughly fifteen feet in diameter, filled with a 5' deep pool of caustic stomach acid. You share this cavern with a number of parasites.[/i] A DC 20 acrobatics check will allow the character to stop his descent into the acid via a "Chimney Climb" manuever at the entrance to the stomach. The parasites can still jump out of the acid and reach you here. Each round in the acid will deal 5 ongoing acid damage (save ends), cumulative; so two rounds in the acid will cause 10 ongoing, and so on. No saving throws may be made against this damage until no longer immersed in the acid. There are three ways out of the stomach. 1) Climb back up the throat (and past the gizzard again, and into the mouth). Throat Climb DC 30 (due to slickness, smoothness, and the movement of the tarrasque). Climbing the stomach wall is DC 20. 2) Cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage) Go to "Amongst Organs". 3) Head down through the acid to gain entrance to the intestines (and eventually out) Regardless of route taken, the various parasites will immediately attack. There are 5 parasites, and they can follow either into to the intestines (one at a time), as well as Amongst the Organs and into the Heart Cavity. [b]Tarrasque's Intestinal Parasites Level 20 Minion Skirmisher Small Elemental Magical Beast XP 700[/b] [b]Initiative[/b] +20 [b]Senses[/b]: Blindsight 20 [b]HP[/b] 1 (A missed attack never deals damage to a minion) [b]AC[/b] 34; [b]Fortitude[/b] 32, [b]Reflex[/b] 33, [b]Will[/b] 32 [b]Immune[/b] Acid [b]Speed[/b] Swim 6, Jump 4 [b]Jumping Attack[/b] A parasite can jump its full jump speed, attack, and then fall. (Basic Melee) [b]Bite * At-Will[/b] +25 vs AC; 5 ongoing acid damage (save ends) [b]Regeneration * At-Will[/b] [i]Trigger:[/i] 2 Rounds after killed, while immersed in acid [i]Effect:[/i] The parasite ressurects itself [b]Inside Tarrasque's Intestines[/b] ----------------------------- [i]The intestines are cramped; a medium creature can only just squeeze through them.[/i] They are lined with acid, dealing 5 cumulative ongoing acid damage (just like the stomach). The intestines are 36 squares long, and require a DC 25 Athletics check to escape at the end. At any point during the escape, the character may attempt to cut, stab, burn, or otherwise injure your way through the stomach wall. AC 34, Fort 32, HP 80, Immune Acid. (Remember, it heals fully if there is a full round where it takes no damage). Go to "Amongst the Organs". [b]Amongst the Organs[/b] -------------- [i]You are outside the Tarrasque's Stomach, amidst its kidneys, liver, and other organs-- and literally swimming in fat.[/i] While holding their breath, characters may attempt to attack the various organs, or the carapace of the Tarrasque itself: AC 34; Fortitude 40, HP 204. Attacking the organs does deal damage to the main Tarrasque. Attacking the carapace does not, however it can open a way in or out of the Tarrasque (noting that the round after you stop damaging it, it closes again). Reaching the Heart will require swimming. Swiming in the fat is very disorienting, and requires a DC 20 insight check to determine which way is up, followed by three DC 25 athletics check to actually swim up to the chest cavity. Each athletics check requires a move action. On final success, go to Heart Cavity. [b]Heart Cavity[/b] ------------ [i]There is a 15'x10' cavity inside the Tarrasque. You stand on the diaphram, with the throat behind you, spine above you, lungs to either side, and the Tarrasque's Heart directly in front of you.[/i] The Heart of the Tarrasque is a monster in its own right, and must be fought and killed. It will not regenerate as long as someone remains within the Heart Cavity, but will regenerate 480 HP per round it is alone. The Heart can push attackers back-- if pushed backed all the way, they return to Amongst the Organs. [b]Heart of the Tarrasque Level 20 Elite Controller[/b] [i]Large Elemental Magical Beast XP 5,600[/i] [b]Initiative[/b] +5 [b]HP[/b] 384; [b]Bloodied[/b] 192 [b]Senses[/b]: Blindsight 15 [b]AC[/b] 36; [b]Fortitude[/b]: 34 [b]Reflex[/b]: 22 [b]Will[/b]: 35 [b]Speed[/b] Immobile (cannot be force moved) [b]Saving Throws[/b] +5; Action Points 2 [b]Standard Actions[/b] ---------------- (Basic Melee) [b]Heartstrings (Psychic) * At-Will[/b] Threatening Reach 3; +25 vs AC; 3d6 + 8 damage, and target is immobilized (save ends). (Melee) [b]Absorb Strength (Psychic) * At-Will[/b] Melee 3 (Targets only immobilized creatures); +24 vs Will; 4d10 + 7 damage. (Melee) [b]Enraging Passions (Psychic) * At-Will[/b] Melee 3 (Targets only immobilized creatures); +24 vs Will; Target immediately uses its highest-level encounter attack power against a creature or creatures of the kraken's choice, including the target itself. This use of the power does not expend it. The target uses the power even if the power has been expended. [b]Minor Actions[/b] ------------- [b]Tugging on Heartstrings * At-Will[/b] Close blast 3; All immobilized creatures in blast take 15 psychic damage and slide 1. Str: 23 (+16) Dex: 0 (+5) Wis: 26 (+18) Con: 24 (+17) Int: 3 (+6) Cha: 26 (+18)[/i][/i] [/QUOTE]
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Super solo rules, considered
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