KING
Tarrasque

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

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind4-3-d4
Sense22+6d12
Heart16+3d6
Cunning14+2d4
Fate20+5d10

Passives

Passive

Reflective Carapace

Occupies a 50 ft space and ignores difficult terrain. A spell that targets only the tarrasque rebounds on its caster.

Passive

Regeneration

Regains 1 Vigor at the start of its turn. Nothing is known to stop this.

Maneuvers

Maneuver

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.

Declaration

Rampage

Telegraph · disrupt d6 · Body save

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

Reaction

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.