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This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.
Tarrasque CR 25
XP 1,638,400
N Colossal magical beast
Init +7; Senses low-light vision, scent; Perception +43
Aura frightful presence (300 ft., DC 27)
Defense
AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)
hp 525 (30d10+360); regeneration 40
Fort +31, Ref +22, Will +12
DR 15/epic; Immune ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; SR 36
Offense
Speed 40 ft.
Melee bite +37 (4d8+15/15–20/×3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
Ranged 6 spines +25 (2d10+15/×3)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52)
Statistics
Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Base Atk +30; CMB +53 (+57 grapple); CMD 66
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Staggering Critical
Skills Acrobatics +3 (+43 when jumping), Perception +43; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Carapace (Su) The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque 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.
Powerful Leaper (Ex) The tarrasque 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 tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque 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 tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.
Spines (Ex) The tarrasque 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.
The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.
Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.