Tarrasque, The Armageddon Engine

Tarrasque Creature25

Unique CE Gargantuan Beast

Perception +48; darkvision, scent (imprecise) 120 feet

Languages Aklo (can’t speak any language)

Skills Acrobatics +47, Athletics +50

Str +12, Dex +9, Con +12, Int -3, Wis +9, Cha +7

AC 54; Fort +47, Ref +37, Will +39; +2 status to all saves vs. magic

HP 540, regeneration 50; Immunities acid, clumsy, disease, drained, enfeebled, mental, paralyzed, persistent damage, petrified, poison, polymorph, stupefied; Resistances fire 25, physical 25

Carapace Tarrasque is immune to cones, lines, rays, and magic missile spells. These effects bounce harmlessly off its scales.

Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 39

Inexorable Tarrasque recovers from the slowed and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.

Reactive Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger.

Attack of Opportunity [reaction]

Reflect [reaction] Trigger Tarrasque’s carapace deflects an effect. Effect The effect is redirected back at its source.

Speed 50 feet, swim 50 feet

Melee [one-action] jaws +45 (chaotic, evil, magical, reach 20 feet), Damage 5d12+20 piercing plus Improved Grab

Melee [one-action] claw +45 (agile, chaotic, evil, magical, reach 15 feet), Damage 5d10+20 slashing

Melee [one-action] tail +45 (chaotic, evil, magical, reach 30 feet), Damage 4d12+20 bludgeoning

Melee [one-action] horn +45 (chaotic, evil, magical, reach 15 feet), Damage 4d10+20 piercing

Ranged [one-action] spine +45 (brutal, chaotic, evil, magical, range increment 120 feet), Damage 3d10+20 piercing

About

Titanspawn are titanic terrors of immense size and strength that live only to destroy. The most powerful Titanspawn is the Tarrasque, whose legend spread across countless worlds.

All Titanspawn can sleep for centuries and do not need to eat, drink, or even breathe while hibernating. While hibernating, a Titanspawn’s resistances double in value.

It cannot be located by divination effects, and for any saving throw, it uses the outcome for one degree of success better than the result.

Titanspawn have regeneration powerful enough to revive them even if slain by a death effect. If the Titanspawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 Hit Point. It can be banished, imprisoned, or transported away as a means to save a region, or kept in a state of dying by an effect that deals constant damage. A complex and expensive ritual culminating in a word that douses the Titanspawn’s flames can be used to deactivate its regeneration, but no method of deactivating Tarrasque’s regeneration has yet been discovered.

Destructive Frenzy [three-actions] The Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order.

Fast Swallow [reaction] Trigger The Tarrasque Grabs a creature with its jaws; Effect The Tarrasque uses Swallow Whole.

Spine Volley [two-actions] The Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can’t use Spine Volley again for 1d4 rounds.

Swallow Whole [one-action] (attack) Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50

Trample [three-actions] Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed.

Section 15: Copyright Notice
Pathfinder Adventure Path #149: Against the Scarlet Triad © 2019, Paizo Inc.; Authors: John Compton, with Tim Nightengale and James L. Sutter.