GM: for a total of 47, dealing 70 damage and you are grabbed.
GM: for its other 5 attacks ...
My favourite is its reflect ability. If the players pull some meta bullshit like dropping tungsten rods from orbit the tarrasque can just play an uno reverso card and nuke the players.
I had the idea to do the reverse and throw the 5e Tarrasque at my players in my PF2e when they are around level 8* or so. Basically using one of the most powerful DnD bosses as a mid level side boss.
...i'm sure someone has published a complete guidesheet between MCDM's creature names and the D&D creatures they're intended to replace, but that's their tarrasque and it's properly formidable...
I'm gonna be honest, having fought Goxomoc and won (including the other version of it, whatever that was called), it really just cemented for me how much I dislike Flee, Mortals' design habits. Everything it does feels like it was built to make player abilities not do what they're supposed to do. It's like instead of making the monster match the players, they just turn off player features at random instead
Oof. I wouldn't like that at all. I'm already bothered with how many player powers just shut off certain parts of the game. Also putting it on the monster side seems like it will make the game an arms race of things not mattering.
I run a surprising amount of 3.5e/1pfe content at my table. 3.5 Tarrasque is not the worst I've thrown at my party. Avatars are my friendly starting point once they actually catch the plot.