Header

Advertisement

Terrifying Tarrasque

April 13th, 2011

Justin Holloway

Masters and Minions Archive

            Welcome again to Masters and Minions, where I strive to give you interesting NPCs and encounters that can be placed easily into your game. This week’s encounter is with the mighty Draconis Tarrasquis.

Draconis Tarrasquis

SPECIAL ABILITIES

Breath Weapon (Su)
Using a breath weapon is a standard action. The draconis tarrasqueis can use its breath weapon once every 1d4 rounds.

Carapace (Su)
The draconis tarrasqueis's scales deflect cones, lines, rays, and magic missile spells, rendering the draconis tarrasqueis immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

Dragon Senses (Ex): The draconis tarrasqueis has darkvision 120 ft. and blindsense 60 ft. It can see four times as well as a human in dim light and twice as well in normal light.

Powerful Bite (Ex)
The draconis tarrasqueis applies twice its Strength modifier to bite damage.

Powerful Leaper (Ex)
The draconis tarrasqueis uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

Regeneration (Ex)
No form of attack can suppress the draconis tarrasqueis’s regeneration—it regenerates even if disintegrated or slain by a death effect. If the draconis tarrasqueis fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.

Rush (Ex)
Once per minute for 1 round, the draconis tarrasqueis can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.

Spines (Ex)
The draconis tarrasqueis can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.