Is this homebrew mini-tarrasque race over-(or under-)powered?


The tarrasque is a fearsome one-of-a-kind monster with a terrifying bite, an impenetrable carapace, and unbeatable regenerative abilities. It’s also big, dumb, and ugly. The mini-tarrasque is mostly similar to other humanoids, but also possesses approximate versions of the legendary beast’s most noteworthy qualities.

  • +2 Constitution, -2 Strength. Without the benefit of size, the mini-tarrasque is surprisingly weak. However, it still possesses exceptional fortitude.

  • Medium: As a Medium creature, the mini-tarrasque has no special bonuses or penalties due to its size.

  • Mini-tarrasque base land speed is 20 feet.

  • Augmented Natural Weapon: The mini-tarrasque has sharp teeth and a powerful jaw. It can attack with its bite as a natural weapon, dealing piercing and bludgeoning damage equal to 1d6 plus its Strength modifier on a successful hit and threatening a critical hit on a natural attack roll of 19-20.

  • Blindsense: Though it lacks the finely-tuned scent ability of the full-sized tarrasque, the mini-tarrasque can use its ears and nose to notice the presence of things it cannot see. It has blindsense out to 15 feet.

  • Cause Fear: Once per day, when the mini-tarrasque charges or attacks a creature, it can affect that creature as though using the cause fear spell with a caster level equal to the mini-tarrasque’s level and a save DC of 11 + the mini-tarrasque’s Cha modifier. This is a supernatural mind-affecting fear effect.

  • Rush: Once per encounter, the normally slow-moving mini-tarrasque can move at a speed of 90 feet.

  • Deflection: Despite not having a reflective carapace, the mini-tarrasque’s flesh is still able to occasionally bounce away rays, lines, cones, and even magic missile spells. Whenever the mini-tarrasque is targeted by such an effect, it can roll a d6. On a 6, the mini-tarrasque ignores the spell or effect.

  • Fast Healing: In contrast to the full-sized tarrasque’s complete immortality, the mini-tarrasque can be slain in ordinary combat. However, its body still heals at an extraordinary rate, allowing it to regain 3 hit points at the beginning of each of its turns. Unlike to most creatures with fast healing, the mini-tarrasque also regrows lost limbs or body parts after 3d6 minutes. It can reattach a severed member instantly by holding it to the stump.

  • Immunities: The mini-tarrasque is immune to ability damage and effects that would cause incurable wounds. Anything that would inflict ability drain deals ability damage instead. The mini-tarrasque automatically succeeds on saving throws made to avoid permanently losing one or more levels due to energy drain. If it would gain negative levels greater than or equal to its level, it instead gains negative levels up to a maximum of one less than its level.

  • Energy Resistance: The mini-tarrasque has resistance to fire 15.

  • +2 racial bonus on saving throws against disease, poison, and energy drain. If it succeeds on its saving throw(s), the mini-tarrasque can overcome any disease or poison without the need for magical assistance.

  • +2 racial bonus on Listen and Spot checks.

  • Automatic Languages: None. Bonus Languages: Abyssal, Celestial, Common, Infernal.

  • Favored Class: Fighter. A multiclass mini-tarrasque’s fighter class does not count when determining whether it takes an experience point penalty for multiclassing

  • Level Adjustment +2.

Why I did what I did

My overall goal was to bring the "unstoppable" feeling of the army-flattening tarrasque to something that can actually be built upon with normal classes in a reasonably-leveled setting.

  • I scaled down the tarrasque by reversing the size-increase process in the MM and found that it actually had 8 Strength and a ton of Constitution. The DMG says that +Con -Str isn’t an even trade, but gnomes have it, and it can be accomplished by passing through Dex (+Con -Dex, +Dex -Str) and I wanted to make the non-magical-beast version not have a puny smooth brain, so that’s what I went with.

  • Speed I kept at 20. Dwarves are also Medium with 20 feet, but can wear armor without slowing down. Mini-tarrasque’s upside to being slow is the rush ability, which (like everything else about it) is substantially nerfed from the regular-tarrasque version. But 1/minute and 1/encounter seem almost identical unless you’re going on an hour-long city rampage, so it seemed reasonable to make the 12-Con mini-tarrasque need a bit more rest between rushes than the 35-Con mega-tarrasque. The speed of the rush itself was nerfed down to the level of an aarakocra’s flying speed, since they’re also a listed Medium race that normally walks 20 feet per round.

  • Since the dawn of time, the tarrasque’s bite has been its most powerful weapon, able to crit on an 18 and inflict extra pain when that lands. But this tarrasque has a smaller mouth, and Savage Species suggests a LA increase for having more natural attacks than an equal-level fighter gets weapon attacks (in this case, one) or being able to deal more damage than a one-handed simple or martial weapon. I think natural weapons are light, so I gave it basically the same stats as a shortsword.

  • +1 LA for blindsight (which other abominations have, while the tehcnically-not-an-abomination tarrasque has blind-fight)? +1 LA for scent (which the tarrasque actually does have)? Naw, dawg. Let’s take the minimum stated range for scent and turn it into blindsense. Something that conveys the tarrasque’s extraordinary senses without actually being all that powerful.

  • According to Savage Species, Frightful Presence is worth +1 LA. Without RHD, though, that is an abysmal trade. So I made the tarrasque’s fear effect more like a quickened SLA, once a day. It’s smaller, so obviously it’s less intimidating. Still, probably enough to scare a common guard or what have you.

  • Being totally immune to rays, lines, and cones felt way too good. That’s a huge number of (sometimes very dangerous) attacks that the tarrasque can ignore. In 1e/2e, it was a d6 to decide if the attack was reflected or bounced harmlessly off. So I took that rate (about half of 3.5e tarrasque’s reflection rate) and made it the odds of the attack bouncing off versus hitting you normally. I felt like that kept a good portion of the idea intact, without increasing mini-tarrasque’s power too much?

  • Regeneration is the second of the tarrasque’s most famous and important abilities, but the fact that nothing deals lethal damage to it seems like it’d be entirely busted for most of a campaign. I kept its ability to recover from damage (including dismemberment, albeit at troll speed rather than tarrasque speed), but going from regeneration to fast healing makes the mini-tarrasque actually killable. It also gives a +1 to LA (instead of +2), according to Savage Species.

  • Like with being able to regrow/reattach body parts, I wanted the mini-tarrasque to be able to keep on trucking even against draining attacks. Almost no non-undead in the game has anything like this, so unsurprisingly Savage Species doesn’t even have anything to say about it. But all abominations–tarrasque included–have immunity to these things, so I gave it a sort of "resistance to ability damage/drain and energy drain", based on how the horizon walker prestige class "resists" exhaustion. The energy drain immunity doesn’t actually let it do that much that other races couldn’t (since it still suffers penalties while fighting with drained energy), but it fits with the theme and lets it avoid two of the most frustrating things that can happen to a character.

  • Again, immunity downgraded to resistance. Every version of the tarrasque is immune to fire (which is also in line with the fact that all abominations have an energy immunity, so it felt important to keep), but without the fire subtype (which would lead to cold vulnerability) that seemed like it might come with a hefty cost. Theoretically LA+1 for resistance to a single energy type of less than 20.

  • Keeping with the trend of "immunity to resistance", I gave mini-tarrasque dwarf-sized bonuses to saves against diseases and poisons, which for the normal tarrasque are immunities. I also gave it the ability to recover from magical diseases or whatever–basically just mummy rot, since that’s something that the tarrasque specifically calls out as being immune to, and that keeps with the running idea of not getting slowed down by some incurable effect other than being killed.

  • Tarrasque has +8 to Listen and Spot. Standard races (like elves) get +2 instead, so that’s what mini-tarrasque gets, too.

  • By default, the tarrasque doesn’t speak. Other abominations get Abyssal, Celestial, and Infernal, though, so now that the creature in question has more than 3 Intelligence, it has the potential to learn some languages. Not having Common available seems like it’d be pretty inconvenient for an intelligent avatar of destruction, so I threw that in as another bonus.

  • Tarrasques fight. Fighters fight. I also considered barbarian, but felt like fighter was a more commonly-used favored class.


As you can see, I basically included Savage Species level adjustment increases only for the things that I had no choice but to increase LA for. I also left out things that would have forced me to increase LA beyond the absolute essentials (in my opinion, the things that most define a tarrasque but which are explicitly stated to give LA are regeneration and fire immunity). So, no horns/claws/tail, no natural armor, no spell/psi resistance, and certainly no +17 strength modifier. Even an LA of +2 is pretty rough (far more than Savage Species tends to balance around), I think, so I wanted to pack as much into those two adjusted levels as I could.

But did I pack too much? Or maybe even too little? Did I overlook anything that actually makes the mini-tarrasque way more or less effective than I’m thinking? If it’s stronger than the typical LA+2 race, that’s fine, because the typical LA+2 race is pretty awful. But if it’s way too dominant compared to every other possible option, then that would be not great.

Would a race with bludgeoning, piercing or slashing resistance be overpowered?

The various subtypes of dragonborn in D&D 5e have different elemental resistances (acid, cold, fire, lightning, poison). Tieflings similarly have fire resistance, and I would estimate that a variant tiefling with, say, cold or poison resistance instead would be equally balanced.

However, suppose I want to give a race resistance to one of the physical types: bludgeoning, piercing, or slashing. For example, a dragonborn subtype with slashing as its one resistance, or a tiefling with piercing resistance.

Would this be overpowered?

Is this Dryad race balanced when compared to officially published races?

In a similar vein to these two questions, I’ve made my own Dryad race, but without subraces for right now. I based the very basics off of tieflings, but replaced the damage resistance with the Speech of Beast and Leaf and Fey traits, as well as modifying the spells gotten in the tiefling three-tier spell progression; finally, I modified the languages known, and the +1 to Int went to Wis instead.

Is this race balanced when compared to officially published races?

If it is too weak, I was considering making the Speech of Beast and Leaf trait just make the dryad always under the effect of Speak with Animals spell, and grant a similar effect for plants. If they were still too weak, I was also considering adding either Charm Person or some other charm effect. If they were too strong, I’d get rid of one or two of the Forest Legacy spells.

Sapling Dryad

Speed. 30 ft.
Ability Bonuses. CHA 2, WIS 1
Age. Dryads mature much slower than most other races, and live much longer. They achieve maturity at age 100 and may live indefinitely if they are not killed. Most Saplings are between 50 and 200 years old.
Alignment. Dryads generally do not care for much outside their forests, but those that do are usually Good aligned.
Size. Dryads are usually slightly shorter than most humans. Your size is medium.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, and can respond by communicating simple ideas.
Forest Legacy. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the pass without trace spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Fey. You have two creature types: humanoid and fey. Because of this, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common, Elvish, and Sylvan.

Is the Midgard Heroes Handbook Centaur race considered as Medium, or Large, for the purpose of grappling and shoving?

In the "Midgard Heroes Handbook" from the Kobold Press, there is a playable character race, the Centaur. Their size is rather unique – a Medium/Large hybrid, so to speak :

Size. Centaurs stand between 8 and 9 feet tall and weigh in excess of 1,000 pounds. Your size is Large.

Humanoid Torso. Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso.

It is clear to me that, as a creature with a Large, equine lower part, a Midgard Centaur can be ridden by a Medium creature (provided they’re wearing a saddle), but as a creature with a Medium, humanoid upper part, they cannot wield oversized weaponry.

But what about grappling and shoving ? Are they considered Large, or Medium for such things ? I can see an argument for either interpretation – since they’re of Large category, but have Medium sized hands…

Do you lose racial feats when Reincarnated out of your race?

Xanathar’s Guide to Everything introduces racial feats (ex: Bountiful Luck for halflings).

My understanding of the Reincarnate spell is that if you were a variant human and become something else, you lose the variant human’s starting feat. This seems to be supported by Sage Advice :

Is the same true for racial feats (ex: level 4 halfling with bountiful luck reincarnated into dwarf, loses racial feat?).

Is letting a player use a Large or larger race a bad idea from the game balance point of view?

Pathfinder ruleset assumes players to be Medium or Small humanoids. Not so many rules exist for non-standard characters.

  • The only "official" way to play as a bigger dude that I know of is using race building rules. With explicit DM permission, it’s possible to create an 11-RP race that will be Large and still have the reach of a Medium/Small creature. Also, this race probably won’t fit into the world of Golarion unless you work for it.
  • Bestiary creatures that are Large or Larger typically have racial Hit Dice, and I’ve heard it many times that mixing racial and class HD for players is generally a bad idea.
  • Some monstrous humanoids, e.g. Trox, have official racial stats and are Large, but playing them is usually frowned upon, as their appearance creates certain social difficulties unless the campaign is set in a monstrous setting.
  • Half-Giants published by Dreamscarred Press are up to 8 ft. 4 in. tall, but still Medium. They are treated as being Large for certain purposes, but not for reach, although they can use Large weapons.

Threads about PCs being Large usually bring up all the related bonuses: CMD/CMB, reach, extra damage, extra STR, and say that it all makes such races vo. Very often they also talk about Enlarge Person alongside Haste creating Huge Barbarians that one-shot everything they see, and about enemies that can’t even retaliate because of limited reach. What makes me a bit interested here, though, is that it’s usually mundane characters who benefit most from increasing their melee potential, and melee characters are rarely overpowered compared to casters.

However, lacking any first-hand experience, I wish to know:

Is it actually a bad idea to allow players to choose Large races for their characters?

By "Large races" I mean races that are properly Large, have all the related benefits, including reach. This race can be custom-made, adapted from another source, or an existing one can be used.

Please remember about the Good Subjective/Bad Subjective guidelines and state your experience of seeing Large or larger races in actual play if you decide to post an answer. Let’s not get this question closed.

Making Race Traits independent of race

I’m preparing my new campaign for my group of players and I was wondering if a ruling would unbalance the table.

What will be the effects, balancing-wise, if I let players choose a race for the traits, and another race for the cosmetic appareance of their PCs ?

For example, they could have a PC that is human, but has all the traits of a gnome, in order to make a good wizard. I feel it would enhance RP, since they will be much more confortable with their character. Most of them are experienced players, while others are kinda new, so I unsured if it will unbalance them too much (since the experienced players like to min/max their characters).

What skill check should be used to hide your race in pathfinder?

I have a character who is a non-standard race, and he doesn’t want people to know what he is.

I’ve read the disguise rules but they only seem to apply for trying to look like something specific, and not for hiding aspects of your appearance. I also couldn’t find anything in particular about identifying particular aspects of a creature’s appearance under clothing.

If my character wants to hide his race (like by wearing full body clothes and a mask), would he be rolling disguise opposed by perception or something else, like sleight of hand, performance, etc. opposed by, say, perception, or just a standard knowledge check by the opposing party?

Race Condition in Mesa Monitor

global volatile RingBuffer queue;  global Lock queueLock;       global CV queueEmptyCV;      global CV queueFullCV;  public method producer() {     while (true) {         task myTask = ...; // Producer makes some new task to be added.         queueLock.acquire();          while (queue.isFull()) { //####             wait(queueLock, queueFullCV);         }         queue.enqueue(myTask);         signal(queueEmptyCV); -- OR -- notifyAll(queueEmptyCV);                  queueLock.release();      } }  public method consumer() {     while (true) {         queueLock.acquire();          while (queue.isEmpty()) {              wait(queueLock, queueEmptyCV);         }         myTask = queue.dequeue();          signal(queueFullCV); -- OR -- notifyAll(queueFullCV); //###          queueLock.release();          doStuff(myTask); // Go off and do something with the task.     } } 

This is from I have tried a lot but I cannot understand that when notifyAll(queueFullCV) is called at //### why is there not a race condition in while loop of //####. I can easily see many treads taking off and then, since while (queue.isFull()) is false at that instant, go and queue.enqueue(myTask) more than capacity.


Can only one tread at a time acquire the queueLock, and after one queue.enqueue(myTask), when the other’s turn comes while (queue.isFull()) is full and then go back to sleep again? In that case, what is the need for notifyAll(queueFullCV) when only one tread would get the queueLock?

When creating a race in Pathfinder, can you give them two racial types instead of one? [duplicate]

I noticed in the Advance race guide for Pathfinder, that most of the races have a single type except for hybrid races like half-orcs which have two for the Humanoid type.

So when your creating a race in Pathfinder, are you able to combine two racial types or is it just one type only?