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Tarrasque
Huge 15th level wrecker [beast]
Initiative: +20
Creature of Legend
The tarrasque can make one close attack and one melee attack each
round as a standard action. Note that flying is usually no defense
against the tarrasque, which is huge and powerful enough to
pluck or whack enemies out of the sky with surprising leaps.
All-enveloping toothy maw +19 vs. AC—155 damage
Natural even hit: The tarrasque grabs the target. It will swallow
a grabbed enemy in 1d3 rounds (see swallow whole).
Natural 16+: The tarrasque swallows the target immediately
(see swallow whole).
Immense spike, horn, or tusk +18 vs. AC—155 damage
Natural 16+: The target takes 9d6 extra damage and pops free
from the tarrasque as it’s hurled far away.
C: Earth-shaking, taloned claw +20 vs. AC (each
nearby enemy in a group)—155 damage
Natural 16+: The target is stunned (save ends).
Miss: The target is dazed (save ends).
C: Cataclysmic tail slam +18 vs. PD (each nearby
enemy in a group)—170 damage
Natural 16+: The target is vulnerable (save ends).
Miss: The target is dazed until the end of its next turn.
Amphibious: The tarrasque can swim
and breathe underwater (or it
holds so much air in its vast lungs
that it makes no difference).
Enormously bulky: The tarrasque is so huge that it ignores
opportunity attacks. In addition, normal-sized enemies are
like fleas to it, and disengaging from the tarrasque requires
only an easy save (6+), unless the target is grabbed.
Immortal: The tarrasque can’t be killed, save by the explicit will of
a god (and not some jumped-up local god, either) or, perhaps,
the sacrifice of a great icon. The tarrasque’s HP total indicates
the amount of damage required to make it disgorge swallowed
enemies and flee to go hibernate while it regenerates the damage
it suffered and decide if it wants to rampage again.
Inflexible: The tarrasque can’t easily fight foes that get onto its
back, and may not even notice them if they aren’t attacking
it. When it does tire of a passenger, it can either use its tail
slam attack (–2 attack penalty: on a hit, the target only takes
half damage and is knocked off the tarrasque [possibly falling
damage]; on a miss, the target takes no damage) or a drag attack
as a standard action, crushing the rider between its scales and
a mountainside or other high, hard obstacle.
Drag +21 vs. PD (each creature on its back)—130 damage,
the target pops free of the tarrasque, and the target is
hampered (save ends)
Legendary resistance: The tarrasque is immune to normal
conditions and effects (stunned, weakened, etc.), but it isn’t
completely impervious. Bypassing its resistances requires iconsupported
effort. A PC can use one 5 or 6 they acquired from
icon relationship dice rolls to overcome the resistance each time
they use an attack or power that would apply a condition or
effect upon the tarrasque. Of course, they must also provide a
story to go along with the reason the tarrasque is affected.
Leveler: When the escalation die is even, as a move action the
tarrasque can demolish any ordinary structure it can reach,
such as a house, castle wall, temple, or ship. The beast
automatically reduces the structure to rubble, rendering it
useless. Each creature on top of or within the structure is
subject to a collapse attack.
Collapse +18 vs. PD (each creature in/on the structure)—90
damage, and the target is stuck and takes 20 ongoing damage
(hard save ends both, 16+)
Swallow whole: Once a creature is swallowed, it goes inside one of
the tarrasque’s gigantic stomachs. It can still act while inside the
tarrasque, but it will have to deal with the beast’s stomach acid
that is splashing around. A swallowed creature must deal 400
damage to the tarrasque to force it to disgorge the contents of
its gullet, freeing the creature. During the tarrasque’s turn, it can
make a gullet digestion attack against the target as a free action.
Gullet digestion +19 vs. PD—80 acid damage, and 20 ongoing
acid damage
Miss: 5d12 acid damage.
Soft-ish innerbelly: The tarrasque doesn’t have scales on the
inside. It takes a –5 penalty to all defenses against attacks from
inside its gullet, though only melee and close attacks can be
made in there. The tarrasque’s insides are immune to acid
damage, however.
s - t
202
Nastier Specials
Fear: While engaged with the tarrasque, enemies that have 216
hp or fewer are dazed (–4 attack) and do not add the escalation
die to their attacks.
Regeneration 230: While a tarrasque is damaged, its malign
magical flesh heals 230 hit points at the start of the tarrasque’s
turn. It can regenerate five times per battle. If it heals up to its
maximum hit points, then that use of regeneration doesn’t count
against the five-use limit. With this power, the monstrosity is
likely unstoppable without a powerful magical artifact designed
specifically to bind, wound, or otherwise hamper the tarrasque.
Finding such a legendary item may be a quest in itself, made
more urgent as the tarrasque devastates the heroes’ homeland.
AC 31
PD 29 HP 2130
MD 25