The Weave's Avenger

Tarrasque of Legend & Protector of the Weave


Advanced Tarrasque of Legend

CR 22; Colossal Magical Beast
HD 48d10+816; hp 1,088; 2150
Init + 10;
Spd 40 ft.;
AC 44 (-8 size, + 6 Dex, + 35 natural, + 1 haste), touch 9, flat-footed 38;
BAB + 48; Grp + 86;
Atk + 63 melee (8d6+22/18-20/x3, bite);
Full Atk + 63 melee (8d6+22/18-20/x3, 2 bites) and + 61 melee (2d8+11, 2 horns) and + 61 melee (4d6+ 11, 2 claws) and + 61 melee (6d6+11, tail slap);
FS/Reach 30 ft./20 ft.;
SQ augmented critical, breath weapon, carapace, damage reduction 15/epic, darkvision 60 ft., frightful presence, greater damage, haste, immunities (ability damage, disease, energy drain, fire, poison), improved grab, low-light vision, regeneration 40, rush, scent, spell resistance 32, swallow whole;
AL none;
SV Fort +46, Ref +35, Will +24;
Abilities: Str 55, Dex 22, Con 45, Int 5, Wis 16, Cha 18.

Skills: Hide -10, Jump +26, Listen +26, Search +10, Spot +26, Survival +15.

Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved InitiativeB, Iron Will, MultiattackB, Power Attack, Snatch, Toughness (6).

Augmented Critical (Ex): The tarrasque of legend’s bite threatens a critical hit on a natural attack roll of 18-20 and deals triple damage on a successful critical hit.

Carapace (Ex): The tarrasque’s armorlike carapace is so tough and reflective that it can deflect all rays, lines, cones, and even magic missile spells. Any such effect has a 30% chance of reflecting back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Each affected creature must succeed on a DC 36 Will save or become shaken, and that condition lasts as long as it remains within 60 feet of the tarrasque. The save DC is Charisma-based.

Greater Damage (Ex): The damage dice for each of the tarrasque of legend’s natural attacks increase by one die type.

Haste (Su): The tarrasque of legend always acts as if affected by a haste spell (+1 bonus to AC and on attack rolls, +20 feet of movement, and one extra attack during a full attack sequence).

Improved Grab (Ex): To use this ability, the tarrasque of legend 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.

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque of legend. It 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 1,098 hp). The tarrasque of legend 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 of legend can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,098 hit points) and using a wish or miracle spell to keep it dead.

If the tarrasque of legend 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 tarrasque of legend can move at a speed of 180 feet.

Swallow Whole (Ex): The tarrasque of legend can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside the tarrasque, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the creature’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque of legend’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills: The tarrasque of legend has a +8 racial bonus on Listen and Spot checks


Little is known of this great and terrible beast. It very rarely wakes and slumbers for centuries deep beneath the earth. It only rouses when a great threat is presented to the Weave itself, and such a threat was created when Ghaunadaur took control of the Weave from Mystra.

The sole purpose of this beast is to take whatever action is necessary to restore balance to the magic that permeates Faerun. This primarily involves devouring the most powerful sources of magic in the realms that is likely to be causing the imbalance in the Weave. Even deities are not immune to the ravages of this creature if they allow themselves to fall victim to its wrath. It is known as the Weave’s Avenger, and it is feared by all. Because it stirs so very rarely, many do not believe it even exists.

In the recent efforts undertaken by this beast, it has decimated regions of the Dalelands and destroyed the city of Ylraphon on the coast of the Dragon Reach. Ylraphon was a city designated as a repository and storehouse for magic items to be traded in Faerun. It was highly prized by adventurers and those with arcane interest as a haven for magical knowledge and trade. It was one of the first heavily populated locations to be completely destroyed by the Weave’s Avenger, and the great beast devoured the primary magical warehouses before moving on north in the direction of the Moonsea.

The Weave's Avenger

A Faerunian Tale AzraelDM