Init: +7. Senses: low-light vision, scent; Perception +43. Aura: frightful presence (300 ft., DC 27). Ac: 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, -8 size).
Hp: 525 (30d10+360); regeneration 40.
Fortitude: +31. Reflex: +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.
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). Strength: 41. Dexterity: 16. Constitution: 34. Intelligence: 3. Wisdom: 15. Charisma: 14.
Base Attack: +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). Special Qualities: carapace, powerful leaper.
Environment: any. Organization: solitary. Treasure: none.
Description: This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.
Special Abilities
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. The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump. 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
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. 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.