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D&D 4E Worst Monsters in 4e

It is a pretty boring monster, but look at older versions of it, they aren't really any better. Really how do you make a top level epic monster that is essentially just a giant turtle with a gland problem exciting? Its quite possible, but I think you can't do it by treating it like an ordinary monster. It should be some sort of titanic challenge or something. Just climbing up the thing's foot to where you can get to any vital part could be a real serious problem.

The tarrasque should look more like this:

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And maybe even this one (which appears to be half gold dragon/half tarrasque).
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Even this one (the original pencil sketch of the 3e version)

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is better than this one (the doofus looking color version).

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But me, I just wish we had more Magic: the Gathering artists illustrating for D&D.

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Cool pics RW!

The first one is from 2e IIRC. I actually prefer that one and have not been a fan of the updated looks since then. Since then its lost it neck and looks like it needs to turn its whole body just to look around. Silly, I say, just silly. The coloring has been attrocious and it looks less dreaded and more dinosaur like.

Maybe 5e will see a scary looking tarrasque again....
 

RW,

Just to add a comment to you MTG artists. I think that D&D has a lot of baggage with it - particularly how monsters should look. Even with MTG artists, the powers that be, likely would limit the changes to the monsters and prevent them from making something really cool. Plus, the MM's tend to show a monster on its own (for the most part) whereas MTG usually shows the monster withiin a picture or vista. I suspect that emphasizes the look of some creatures whereas depicting them on a plain background zaps some of the pizzazz (sp?).
 

Truth be told I don't think any edition of D&D had a good way of handling truly collosal monsters. There is the obvious issue of melee reach (most melee powers would still at best be hacking below the knee on a tarrasque, even with reach weapons you'd still not hit the body).
I've been wondering whether one could present gargantuan+ monsters (the 3E collosals) in an alternate way, as groups of creatures. You could for instance have a tarrasque that acts as 3 elite creatures. One would be the legs and tail, another one would be the torso and arms and a final one would be the head. Each would be a gargantuan creature and they would be stacked on top of each other, the DM would have 3 initiative spots and would be able to choose which part acts on which spot, and if one of the creatures is bloodied or dies, the others gain extra abilities to make up for it. Would make an interesting system, right?

Btw, what is wrong with the 4E MM1 tarrasque pic? It is small but it looks pretty awesome imo.
 

The Guard Drake! That's the nastiest monster that a poor 1st or 2nd level character can fight.
You aren't participating in the current run of Encounters. I'd like to introduce you to the Siltrunner Darters and Ragers, each capable of dropping a lowbie PC in a single hit.
 

These days I assume that any PC who moves adjacent to a large creature and makes a melee attack against it has actually done something like wait for it to swing, then leap upon its forearm and clamber up to its collar, so he can stab it in the throat. I mean, if the monster fills a 4 x 4 area and can reach 2 or 3 more squares, clearly it's got limbs flailing around all over the place. It'd be almost impossible not to climb on top of the think as you fight it.


As for the tarrasque's mechanical design, if it's supposed to be a horrific monster that awakens every century and devastates the land, then let's do that. 'The land' is not just a physical thing, but a primal, spiritual entity. Whatever terrain the tarrasque claws its way across reels in agony. The air itself quavers, tearing birds from the sky and twisting winds into distorted gyres. Even the fabric of magic tears open, causing spells and prayers to manifest horrific backlashes against their casters.

Now boom, you've got inspiration. In addition to being a Godzilla brute with deadly claws and teeth, the tarrasque also creates earthquakes and whirlwinds, and its screams rend the very weave of reality.

Traits
* Ominous Gyre. Aura 100. A dark cloud of rocky debris whirls above the tarrasque at all times. Any that is at an elevation higher than the tarrasque's head (generally 30 ft. above the ground) takes X damage (some massive amount) and is blinded while within the cloud. Additionally, any creature that starts its turn in mid-air within 100 squares is slid 10 squares and must make a save to avoid crashing.

* Apocalyptic Upheaval. At the start of its turn, as a free action the tarrasque makes the following attack up to three times. It cannot target the same area more than once. Area burst 3 within 100. Effect: A stone spike bursts up out of the earth, raising the elevation of the affected area 30 ft. Any creature in the area takes X damage and is lifted upon the rocky shard.

When the tarrasque uses this ability, it can choose to have any other stone spikes it created on previous turns collapse. Creatures on those shards fall 30 ft. Creatures adjacent to those shards take X damage. The affected area becomes difficult terrain.


Standard Actions
* Claw. +x vs. AC. Hit: X damage and the target is grabbed. It must spend a minor action to sustain the grab.

* Vorpal Bite. Target: A creature grabbed by the tarrasque. +x vs. Fort. Hit: X damage. If the creature is bloodied after this damage, the target chooses foot, left hand, or right hand.

If foot, the character's foot is severed. The target takes ongoing X damage (save ends) and is slowed. Any foot slot items the character is wearing are swallowed. If a hand, that hand is severed. The target takes ongoing X damage (save ends) and cannot use that hand for anything. Any hand slot items or equipment held in that hand are swallowed.

* Thrash. Close burst of claws and tail.

* Ululating Agony. Recharge 4-6. The tarrasque roars, and the world screams in unparalleled suffering. Close burst 100. Hit: X psychic and thunder damage. The tarrasque may transfer a condition or effect affecting it to the creature. (Up to one condition or effect can be transferred per creature hit by this attack.)


Move Actions
* Hunger Can Wait. The tarrasque moves its speed and brings along any creature Large or smaller it is carrying.


Minor Actions
* Swat. +x vs. Fort. Target is pushed 5 squares.


Triggered Actions
* Cataclysm. Free Action. Trigger: The tarrasque becomes bloodied for the first time. Effect: Ululating Agony recharges and the tarrasque uses it immediately.

* The World Devours Its Children. Immediate Interrupt. Trigger: A ranged or area attack misses the tarrasque. Effect: Repeat the attack against another target within 20 squares of the tarrasque.



Something like that.
 

I dislike the whole insubstantial, weakening, regenerating combo as much as the next guy, but as long as you can hit the things, you are still going to get through it.
Well, that's where phasing comes into play.

You can't hit them if they can run away through walls, then come back to get you after a few rounds of healing.

-O
 




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