Vampiric Half Dragon Terrasque Lich
Unique greater half-black dragon half-vampire lich-touched tarrasque
N Colossal dragon (water)
Init +8; Senses darkvision 60 ft., low-light vision, blindsense 30 ft., scent; Spot +44; Listen +44
Aura frightful presence (Will DC 41)
hp 1080 hp (48d12+768); regeneration 40; fast healing* 1
AC 47, touch 7, flat-footed 42 (–8 size, +4 Dex, +40 natural, +1 dodge)
Fort +41, Ref +30, Will +21
DR 15/epic; Immune acid, ability damage, disease, energy drain, fire, paralysis, poison, sleep; Resist cold 5, electricity 5; SR 32
Speed 20 ft., fly 40 ft. (average), swim 20 ft.
Melee bite +64 (8d6+24/15-20/x3 plus paralyzing touch), 2 horns +62 (1d10+12 plus paralyzing touch), 2 claws +62 (4d6+12 plus paralyzing touch), slam +62 (4d6+12 plus paralyzing touch), tail slap +62 (3d8+12 plus paralyzing touch), 2 wings +62 (3d6+12 plus paralyzing touch)
Space 30 ft.; Reach 20 ft.
Special Attacks augmented critical, blood drain, breath weapon (20d8 acid, 60-ft line, 1d4 rounds; Ref DC 46), improved grab, paralyzing touch (Fort DC 41), pounce, rush, swallow whole
Spell-Like Abilities (CL 48th)
3/day—darkness, water breathing
1/day—insect plague, mass charm monster (DC 25), plant growth
Str 59, Dex 18, Con 41, Int 7, Wis 16, Cha 24
Base Atk +48; Grapple +88
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dire Charge (Epic) Dodge, Dragon Breath, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Toughness, Iron Will, Multiattack, Power Attack, Quicken Breath (free action; +4 rounds)
Skills Fly +15, Hide +18, Listen +44, Move Silently +18, Search +39, Spot +44, Survival +54 (+56 following tracks), Swim +53; Racial Modifiers +2 Bluff, +2 Hide, +8 Listen, +2 Move Silently, +8 Spot, +8 Swim
Augmented Critical (Ex) The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Blood Dependency (Ex) If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the tarrasque does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue.
Blood Drain (Ex) If the tarrasque pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. The tarrasque can’t drain more points of Constitution in a single hour than its Constitution score. When the tarrasque drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. A half-vampire with this ability also gains the blood dependency special quality.
Carapace (Ex) The tarrasque’s armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Fast Healing (Ex) A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Frightful Presence (Su) The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Improved Grab (Ex) To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Paralyzing Touch (Su) Any living creature a lich-touched creature hits with its touch attack, unarmed strike, or natural weapons must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Regeneration (Ex) No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1090 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1090 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex) The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2d8+7 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 108 points of damage to the tarrasque’s digestive tract (AC 30). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Advancement 49+ HD (Colossal)
The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.