Tarrasque
Monstrosity · Crown of Wrath
T5d12Sovereign
Apocalyptic engine of destruction, the tarrasque regenerates endlessly, rampaging until sated.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 4 | -3 | -d4 |
| Sense | 22 | +6 | d12 |
| Heart | 16 | +3 | d6 |
| Cunning | 14 | +2 | d4 |
| Fate | 20 | +5 | d10 |
Passives
Reflective Carapace
Occupies a 50 ft space and ignores difficult terrain. A spell that targets only the tarrasque rebounds on its caster.
Regeneration
Regains 1 Vigor at the start of its turn. Nothing is known to stop this.
Maneuvers
Swallow
A creature the tarrasque hit this turn makes a Body save (DC 19) or is swallowed. A swallowed creature makes a Body save (DC 19) at the start of each of its turns or takes 5 damage, and any damage it deals from inside forces the tarrasque to vomit it out.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Rampage
Charges up to double speed in a straight line, flattening everything. Each creature in its path makes a Body save (DC 19); on a failure it takes 5 damage and is knocked prone, on a success it takes 1 Vigor damage. Structures in the path are demolished.
Reactions
Instinctive Chomp
When a creature moves within 10 ft, the tarrasque makes an attack against it.
Tactics
GM tactics
There is no tactic. The tarrasque destroys everything in its path. It swallows the tastiest-looking creatures, tail-sweeps groups, and rampages through structures. Only sates after consuming hundreds of living creatures. Cannot be reasoned with, cannot be stopped-only survived.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.