| Post/Author/DateTime | Post |
|---|---|
| Aleolus11-12-07, 02:52 AM | OK, I just looked over the stat block for the Tarrasque, and it has a lot of the same qualities that quasi-deities are described as having in Deities and Demigods. All quasi-deities have: DR 10/Epic SR 32 Immortal Immune to transmutation, energy drain, ability drain, ability damage, Electricity, Cold, Acid, and Mind Affecting effects. The Tarrasque has DR 15/Epic SR 32 Immune to fire, poison, disease, energy drain, and ability damage Regeneration 40 (which essentially means he's immortal) Anyone else notice a number of similarities there? He seems to be on his way to becoming a deity! |
| CryoSilver11-12-07, 02:54 AM | Tarrasque is NOT immune to ability drain. |
| Aleolus11-12-07, 03:08 AM | ...Oops, you're right. Sorry about that, I'll edit it out. |
| vegetalss411-12-07, 04:23 AM | he also do not have maxizmum hp for his hd and he is to slow |
| WombleHunter11-12-07, 08:00 AM | Yeah, similarly the Abominations from the Epic Level Handbook (and that one from Sandstorm) have many DvR 0 traits such as immunities - this represents the direct hand of a diety in their creation. I think it would be completely in line to give the Tarrasque Abomination traits, if you wanted to juice him a little. |
| Japan_the_cougar11-14-07, 05:14 PM | I've actually been in the process of making a tarrasque demigod, with the worshippers being the big T's on all the material plane worlds. I have yet to add his divine ranks, but he's already CR 65. |
| Legdiwena11-15-07, 07:01 PM | Immortal means you can't die of old age, regeneration doesn't prevent that. |
| dawnbringer11-15-07, 07:06 PM | Tell that to wolverine from X men. |
| Legdiwena11-15-07, 07:11 PM | I haven't read the comics, so I wouldn't know anything about that. |
| setekh11-17-07, 09:19 AM | Tell that to wolverine from X men. Who is Absurdly stupid of late in his ability to regenerate. Although yeah, in theory Regeneration would prevent death by old age. |
| Count Nerindil Van Seraph11-17-07, 09:44 AM | I noticed this a while back and incorporated it into my home brew world. Tarrasque were grunts, used by both sides, in the great deity war that happened at the end of the first age. Only one remains on the Prime Material, but there are others, scattered throughout the universe and multiverse. |
| WombleHunter11-17-07, 04:08 PM | I noticed this a while back and incorporated it into my home brew world. Tarrasque were grunts, used by both sides, in the great deity war that happened at the end of the first age. Only one remains on the Prime Material, but there are others, scattered throughout the universe and multiverse. That's pretty cool. |
| Legdiwena11-18-07, 02:12 PM | So a Ring of Regeneration prevents dying from old age? |
| WombleHunter11-19-07, 09:25 AM | No, in D&D rules the Regeneration special ability does NOT prevent aging nor death from old age. Neither does Fast Healing. |
| Darth Sephiroth11-19-07, 12:49 PM | Isn't the Tarrasque already immortal, or is that in just some campaigns. I'd also thought it was some piece of a dead diety. Upgrading it to a Quasi-Diety would make sense, but skyrocket the CR. |
| BloodDragon11-19-07, 01:04 PM | Isn't the Tarrasque already immortal, or is that in just some campaigns. I'd also thought it was some piece of a dead diety. Upgrading it to a Quasi-Diety would make sense, but skyrocket the CR. Yeah I'm pretty sure the Tarrasque was original meant to be immortal, either that or his life span is longer then the existence of any martial plane (Including his Hibernation). Either way very cool idea with the Deity Tarrasque. Is he what is waiting on layer 666 in the abyss? Despite the True Neutral Alignment, I believe it would be fitting. I mean, how many things can you honestly think of much worse then a quasi-dei "T"? Not many. |
| CrimsonDeath11-19-07, 01:09 PM | Although yeah, in theory Regeneration would prevent death by old age. Depends on how it's handled. If "regeneration" is the body's tendency to aproach the state of a healthy adult body, then it could. If it represents the capacity to heal life-threatening injuries through rapid cellular division, it could actually accelerate the approach of age as genetic telomeres degenerate more rapidly than normal. And I think I just killed a catgirl... |
| Edymnion11-19-07, 01:20 PM | I already use T as a demi-god in my games. I give him the Insectile and Winged templates to turn him into a giant flying death scarab beetle. He is the agent of the gods, tasked with destroying the world at the end of time. He sleeps beneath the largest mountain range, waiting for the end of the world to begin his work. Of course, if somebody wakes him up early, he doesn't know its not the end of time yet, and goes to work anyway. Given that I provide him with Divine Rank 0, he cannot be killed. You do enough damage to him and cast Wish, and the best you can do is put him back to sleep. Which means you not only have to beat the tarrasque, you have to lure him to someplace where it would be safe for him to sleep for a few more millenia first. |
| Legdiwena11-19-07, 01:34 PM | I thought gods could be killed, regardless of divine rank. |
| Alpha_Moose11-19-07, 01:48 PM | Depends on how it's handled. If "regeneration" is the body's tendency to aproach the state of a healthy adult body, then it could. If it represents the capacity to heal life-threatening injuries through rapid cellular division, it could actually accelerate the approach of age as genetic telomeres degenerate more rapidly than normal. Doesn't the second one assume that the genetic coding even can degenerate on a magical creature. For a 'magical beast' such as the Tarrasque I'm uncertain, but for 'outsiders' like celestial creatures shouldn't it be assumed that as they are supposed to be 'perfected' versions of the original creature that the cells never can degrade and that cellular coding is copied perfectly? Of course that should differ depending on their Law/Chaos emulation. I can imagine that Chaotic creatures have a higher chance of getting cancer than Lawful creatures. And there are too many catgirls as it is. I noticed this a while back and incorporated it into my home brew world. Tarrasque were grunts, used by both sides, in the great deity war that happened at the end of the first age. Only one remains on the Prime Material, but there are others, scattered throughout the universe and multiverse. I like this idea alot; the Tarrasque being grunts in wars between gods. I disliked the idea of there being only one of them (at its current stats) as it seems like some bored Solar would have taken 2 minutes to kill it long ago. The idea that they are cheap mass-produced monsters employed by the gods makes their current statistics make much more sense. |
| WombleHunter11-19-07, 05:02 PM | Given that I provide him with Divine Rank 0, he cannot be killed. Where does it say that? |
| setekh11-19-07, 05:45 PM | Depends on how it's handled. If "regeneration" is the body's tendency to aproach the state of a healthy adult body, then it could. If it represents the capacity to heal life-threatening injuries through rapid cellular division, it could actually accelerate the approach of age as genetic telomeres degenerate more rapidly than normal. And I think I just killed a catgirl... You actually make a very good point.. I had figured that Regeneration would prevent Cellular degeneration (Well, it works for Wolverine, even pre crazy Regenerative powers) Where does it say that? Deities and Demigods; "These creatures cannot grant spells but are immortal and usually have one or more ability scores above the norm for their species" -In regards to Divine rank 0 |
| Legdiwena11-19-07, 06:03 PM | Immortal refers to not dying of natural causes. They are still susceptible to deicide. Otherwise, hp, dr, and energy resistances wouldn't mean anything to them. |
| Rohano11-22-07, 05:35 PM | A long time ago, I mean back in 2nd edition, Dragon did an article on the "Cult of the Beast" or something to that effect. People who worshipped the tarrasque got all these awesome abilities. Not a lot of them were combat-focussed but they interesting things like... focussing inwardly for a number of rounds until they gain the ability to sense the general direction in which T is currently located. The article defined the number of worshippers needed to summon the tarrasque (a huge amount, I think), or the number needed to wake him up if they found him (much less required since they're not summoning, only waking). Toward the end of the article, the writer mentioned that worshippers who are present at T's awakening have four choices in the way of reacting. 1) Run like crazy 2) Offer yourself to your patron, be one with the destruction 3) Find some way to survive and benefit from the destruction that will result 4) Expect to be given some kind of divine grant for your participation in the awakening of the destroyer - only to be eaten instead (classic cultist cliche but still hilarious) One of the adventure suggestions (did they call them hooks back in those days? I don't really remember) said that adventurers could infiltrate the cult and try to prevent the awakening of T at the last minute or find some way to break down the cult's entire operation. Or join the cult. Shrug. That works, too. Same result (everybody dies). I really don't remember what issue it was. As luck would have it, I lost that collection of magazines and books. I always wanted to replicate that cult in 3e terms but I'd need the magazine in front of me. |
| Lycanthromancer11-22-07, 10:41 PM | Mr T really should be more powerful. If I recall correctly, four 4th level wizards using wands of fly and Melf's acid arrow can kill him off in very little time. Simply keep out of the way while flying about and firing off arrows every round. The accumulated damage knocks Mr T out cold PDQ, and all it takes after that is a wish or miracle (or perhaps a reality revision), which I'm sure any good-aligned church (heck, any church, outside of apocalyptic ones) would be willing to fund a scroll or two to the endeavor. Yeah, a well-played wizard can kill virtually anything. (Note my 1,008,000d6 damage - divided up to 15 ways - on a 15th level wizard using nothing but two core spells...:() |
| CryoSilver11-23-07, 01:20 PM | If you want a tougher tarrasque, try this version: a half-dragon swordsage tarrasque with optiimized feat selection! Tarrasque, half white dragon, Swordsage 1 Size/Type: Colossal Dragon Hit Dice: 60d12+1d8+854 (hp: 1250) Initiative: +4 Speed: 50 ft, Fly 100 ft (average) Armor Class: 39 (-8 Size, +3 Dex, +34 Natural), Touch 5, Flatfooted 36 Base Attack: +60/+97 Attack: Bite +74 melee (8d6+21 15-20/x3) Full Attack: Bite +74 melee (8d6+22 15-20/x2) and 2 horns +69 melee (1d10+11) and 2 claws +70 melee (1d12+11) and tail slap +69 melee (3d8+11) Space: 30 ft/20 ft Special Attacks: Augmented critical, breath weapon, frightful presence, improved grab, rush, swallow whole Special Qualities: Carapace, damage reduction 15/epic, darkvision 60 ft, Discipline Focus (Tiger Claw), immunity to cold, fire, poison, disease, energy drain, sleep, paralysis and ability damage, low-light vision, Quick to Act +1, regeneration 40, scent, spell resistance 34 Saves: Fort +46, Ref +37, Will +28 Abilities: Str 54, Dex 16, Con 38, Int 6, Wis 15, Cha 16 Skills: Bluff +66, Hide +50, Jump +85, Listen +13, Spot +13, Tumble +66 Feats: Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Leap Attack, Martial Study x2 (Iron Heart Surge, Wall of Blades), Mobility, Pain Touch, Power Attack, Rapid Stunning, Shock Trooper, Spring Attack, Stand Still, Stunning Fist, Weapon Focus (Tiger Claw weapons) Epic Feats: Dire Charge, Epic Speed, Epic Will, Spellcasting Harrier Environment: Any Organization: Unique CR: 22 Treasure: None Alignment: Neutral Advancement: 49+ HD The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. The tarrasque cannot speak. Combat The tarrasque attacks with its claws, teeth, horns, and tail. The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. 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. Breath Weapon (Su): 30 foot cone of cold. 6d8 damage, save DC 54 Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 43 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. Martial Maneuvers: Known: Avalanche of Blades, Diamond Defense, Inferno Blade, Iron Heart Surge, Rapid Counter, Shadow Blink, Time Stands Still, Wall of Blades. Readied: Diamond Defense, Iron Heart Surge, Rapid Counter, Time Stands Still. Stance: Stance of Alacrity 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+11 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’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’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Carapace (Ex): The tarrasque’s armorlike 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. 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 1260 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 946 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. Skills The tarrasque has a +8 racial bonus on Listen and Spot checks. |
| Aleolus11-23-07, 02:39 PM | *shudder* I think applying the Half-Dragon template would be painful enough. Or even the Half-Fiendish template! |
| Legdiwena11-23-07, 03:00 PM | Are there any templates that ignore non-lethal damage? |
| smeagol_lied11-23-07, 03:13 PM | Are there any templates that ignore non-lethal damage? Anything that makes you undead. (Gravetouched ghoul?) |
| Thegans11-23-07, 07:33 PM | Anything that makes you undead. (Gravetouched ghoul?) So if you made the half white dragon tarrasque smart enough to figure out how to become a dracolich you get a truely nearly unstoppable being. If its turned it comes back if wish isn't used. If wish is used before the phylacterous is found it comes back. If the phylacterous is destroyed before they used wish. It comes back. This is almost as cruel as an idea I had for a time dragon dracolich. Hmm a max HD paragon tarrasque half white(or really any color) dragon dracolich would probably be the scariest thing ever even if you don't add the divine ranks. Now if you find a way to get it to become an outsider native to an outerplane after everything else then you basically created the apocolypse born flesh. They kill it they need a wish spell. It comes back from the phylacterous. Destroy the phylacterous. It comes back from its outer plane. Even if they got the phylacterous out of the way first they would still have to destroy it twice at minimum. |
| WombleHunter11-26-07, 12:57 PM | So if you made the half white dragon tarrasque smart enough to figure out how to become a dracolich you get a truely nearly unstoppable being. If its turned it comes back if wish isn't used. If wish is used before the phylacterous is found it comes back. If the phylacterous is destroyed before they used wish. It comes back. This is almost as cruel as an idea I had for a time dragon dracolich. Hmm a max HD paragon tarrasque half white(or really any color) dragon dracolich would probably be the scariest thing ever even if you don't add the divine ranks. Now if you find a way to get it to become an outsider native to an outerplane after everything else then you basically created the apocolypse born flesh. They kill it they need a wish spell. It comes back from the phylacterous. Destroy the phylacterous. It comes back from its outer plane. Even if they got the phylacterous out of the way first they would still have to destroy it twice at minimum. Aside: in a game I was in, a half-fiendish Tarrasque was the capstone to Level 20. It died in one round to our charger build character, then came back as a zombie and died again in one more round. And undead can't have regeneration. |
| teamfireyleader11-26-07, 01:18 PM | deathless good lich? possible? then you'd have imortality. |
| Lycanthromancer11-26-07, 09:10 PM | Make it half-hydra. With wings. Eeeevil. |