1001 ways to deal with big T [Archive] - Wizards Community

Post/Author/DateTimePost
tharivol266

08-02-05, 05:38 PM
1001 ways to deal with the legendary Tarrasque

1)big pit trap with food suspended my immovable rods over it and at the bottom have a gate to a diff. plane and let them deal with it(id suggest an elemental plane so t would take alot of damage)
RavenoftheCrags

08-02-05, 06:14 PM
2. Run!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!1
ShadowDragon8685

08-02-05, 06:18 PM
3. Flying assault. Constantly. Day in, day out.

4. Use a Mythallar as a bomb.

5. Use a Mythallar to raise an ancient Netheril flying city, float of Tarrasque. Drop city.
Ilikan Holyaxe

08-02-05, 06:18 PM
3)"make friends with Kerrek-I mean Tarrasqe"
Leewei

08-02-05, 06:33 PM
What's the list of the big boy's immunities and resistances?
rbrt_Spade

08-02-05, 06:35 PM
here is the beasts stats
*gasps*-i got to check him out in mm........
TARRASQUE
Colossal Magical Beast
Hit Dice: 48d10+594 (858 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 35 (–8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18–20/x3)
Full Attack: Bite +57 melee (4d8+17/18–20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: —
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.
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 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.
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+8 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 868 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 868 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.
rbrt_Spade

08-02-05, 06:39 PM
charge him fighters-and level 8/9 spells-i wish powerword-kill would work......
Bruunwald

08-02-05, 06:50 PM
The funny thing is, the Tarrasque can reattach a severed limb by holding the limb to the stump, but it only has an Intelligence of 3. So is it going to think of doing that?

Because, if not, then maybe you've found a way of dealing with it. It might just be appreciative to the guy who points that out to it, enough to go bother somebody else's town.

Meanwhile, I always deal with the Tarrasque in the same way. Namely, serve him with a lawsuit for stealing Godzilla's schtick.
tharivol266

08-02-05, 07:20 PM
does it speak? cuz if it has a language then u could manipulate its lack of iq and make it think that the gods are sending it on a mission to some i dunno where using telepathy
Leewei

08-02-05, 07:31 PM
Str45, Con 35; no listed Climb speed; no listed Swim speed; no listed Burrow speed. No specific immunity to fatigue. Beasts need to eat and breathe, per the MM type description. The Regeneration ability would keep it from dying, but burying it alive or drowning it would make it vulnerable to the Miracle / Wish. (Asphyxiation is an effect which progresses through exhaustion and ends with the sudden death of a character or critter.)

Int3 Wis14, Tracking skill makes it not unreasonable to set up for a large trap. No rogue levels means that Search skill is useless for any trap with a Search DC over...11? So, drive a herd of cattle over the world's largest pit trap (50' x 70' x 200+' deep) which opens into a deep subterranean lake. Use Drowning to reduce it to -10 HP, then Wish it dead.

No real character level is needed for this, just lots of starting cash and access to a slightly used Ring of Three Wishes. The trap rules are in the DMG.
Vacerious

08-02-05, 07:53 PM
does it speak? cuz if it has a language then u could manipulate its lack of iq and make it think that the gods are sending it on a mission to some i dunno where using telepathy

nope. the mm says that the tarrasque does not speak any languages. points for originality though.

my idea: have a large squad (around 20-ish) of high lvl. sorcerors and wizards w/ spell penetration and greater spell penetration feats lie in wait for it. when it comes into town, all simultaneously use finger of death/disentigration, followed by Wish. eventually, the big T will fail it's save and be brought down by one of the spellcaster's spells, and no sane diety/DM will ignore/screw up so many Wish spells.
Elrana

08-02-05, 08:33 PM
I always thought the best idea would be (assuming a group of, say, six characters) buy ten Vorpal weapons, preferably that the group members are at least proficient with, buff them to the eyeballs, especially haste!

Have a wizard to one side with wish prepared and his initiative score set to the lowest.

All attack with two weapons as often as possible and hope, that in the resulting mass of Vorpal attacks, at least one is a natural twenty and then confirmed. In a round where that doesn't occur have the wizard do something vaguely useful, as soon as it does have him cast Wish and Robert is your mother's brother.

With its AC, DR and regen. any hit is worthless anyway except a natural twenty with a vorpal weapon so you may as well maximise your number of attacks and hope.

But who would attack a little old Tarrasque anyway? Just look at that charisma score! He's so cute! Those puppy dog eyes, that wagging tail...

:)
Salookanana

08-02-05, 08:41 PM
Improved Keen Vorpial Longsword to the head! That works on most everything...

I say get a bunch of wizards and sorceres and chuck things like Weird and other Save or die things and also make sure every one can fly and run like hell. Or you could Febreeze it in the eyes...
The_EvilDungeon_Master

08-02-05, 08:43 PM
I don't know what number we're on, so I'm gonna guess.

6. BAM! Wisdom drain the sucker using a few Allips. Wait until the creature is asleep (this is no problem, Tarrasque sleeps for years at a time) then have 3-4 Allips coup-de-grace the sucker at the same time. Each of them wisdom draining it for 1d4 points per attack. Permanentally. Once it hits 0 wisdom, it goes in to a coma. No more problem with killing it. :D

7. Coup-De-Grace the Tarrasque while it is asleep. If you do enough damage for it to take a Death from Massive damage save and fail, it will drop to -10. Keep doing this until it is at -30, then wish it dead.

8. Get an army of 50 or so highly training Archer-Fighters, each with +5 Bows and +5 arrows. If they do enough damage each to pass its damage reduction, they can take it down in a few rounds.

9. Drown it.

10. Make two simulacrums of the Tarrasque, then have them beat it to death. Each simulacrum is 60% or so of the real Tarrasque, so if you have two it should be no problem.

:)

For more awesome Tarrasque-Killing ways,
http://www-2.cs.cmu.edu/~dkb1/dnd/tarrasque.txt
Kas_Z_Destroy(ed-h)er

08-02-05, 08:55 PM
ha ha ha get a necromancer to make it an undead that keeps its special abilities....and it will be immortal wont it.... read its regeneration ALL damage becomes subdual yet undead are immune to subdual damage..... therefore it would be immortal am i correct....woot woot
obrysii

08-02-05, 09:24 PM
11. Sphere of Annalation
Loren Pechtel

08-02-05, 10:56 PM
Fly above it and drop nastiness on him. He can't touch you. All you need to do is overcome his regeneration to whittle him down and use your wish.
tharivol266

08-02-05, 11:54 PM
10. Make two simulacrums of the Tarrasque, then have them beat it to death. Each simulacrum is 60% or so of the real Tarrasque, so if you have two it should be no problem.

:)

For more awesome Tarrasque-Killing ways,
http://www-2.cs.cmu.edu/~dkb1/dnd/tarrasque.txt

the only problem with this is that then u have t mock t's running around
om_dorastrix

08-03-05, 12:14 AM
12: meepo... somehow...
Mirikon

08-03-05, 12:31 AM
13) Sphere of Annihilation
SodaGuy

08-03-05, 12:49 AM
9 lvl 20 warlocks with the item that adds 2d6's to their eldritch blast.

EDIT- Manly lols at Meepo.
Puritan13

08-03-05, 01:40 AM
In an old dragon magazine, they posted about deadly combinations. Two creatures that you wouldn't usually partner up who, when partnered, surprisingly were much more powerful.

One of them was a lich who had cast Magic Jar on the tarrasque.

Spellcasting tarrasque. Imagine the carnage. Then, once you'd reduced him to 0 hp, the lich's soul retreated to it's phylactery and you had to deal with this (quickly healing) engine of destruction.

The funny thing is, the Tarrasque can reattach a severed limb by holding the limb to the stump, but it only has an Intelligence of 3. So is it going to think of doing that?

Because, if not, then maybe you've found a way of dealing with it. It might just be appreciative to the guy who points that out to it, enough to go bother somebody else's town.

Meanwhile, I always deal with the Tarrasque in the same way. Namely, serve him with a lawsuit for stealing Godzilla's schtick.

I think that reattaching severed limbs might be an instinctual reaction with this beastie.

I haven't used the tarrasque in ages. Last time the pc's came across an underground cavern with tarrasque eggs that were beginning to hatch (think of the US adaption of Godzilla). I may have to pull out the big T soon.
Leewei

08-03-05, 02:45 AM
With a wisdom of 14, it's safe to assume it can instinctively use its abilities well, even if it has no clue as to why.

Immune to stat and level drain, unfortunately. The magic jar idea is a good one. SR32 and Will+20 are formidable but hardly insurmountable.

And now, for your entertainment,
How to kill the tarrasque on a modest budget:
Dagger (Luckblade):
1 wish 62,360gp
+2 enhancement bonus. +2 Ego
Special Purpose (Stop the Tarrasque from Rampaging, Excepting Where Halflings Are Concerned)
-Dedicated Power: Dimension Door itself and wielder. +4 Ego +50,000gp
Int12 Wis10 Cha10 +1 Ego +1,000gp
Faerie Fire 3x per day +1 Ego +1,000gp

Total cost: 112,360gp

The wielder of the Luckblade Dimension Doors over to the Tarrasque after distracting it by casting Faerie Fire on an unfortunate halfling hiding in the nearby scrub. The wielder then Dimension Doors and gently places the blade on the Tarrasque. For our purposes, our brave volunteer is a Halfling Rogue with Skill Focus(Sleight of Hand) and a Dexterity of 20, plus 4 ranks in Sleight of Hand skill. Add in the +1 luck bonus from the sword for a total bonus of +13. The Tarrasue unfortunately has a hefty Spot check of 17, but given that its chasing down and devouring a nice shiny, juicy halfling, the circumstance modifier is hopefully high enough to make up the difference.

Our brave volunteer places a weapon belt complete with the sheathed dagger on the terrasque, effectively making it the wielder. Unfortunately, the blade isn't inclined to Dimension Door the Terrasque away, but otherwise it would probably not have been inclined to let its prior wielder get anywhere close, preferring to Dimension Door him on ahead to warn any nearby halflings of their impending doom. Thus, with some creativity applied to the item's Special Purpose, we neatly create a situation where it can be effective.

Once on the Terrasque, whenever it rampages, the dagger will enter attempt to make the Tarrasque Obedient. While the Will save is a whopping +20, the Tarrasque is bound to roll a 1 sooner or later. Once made Obedient, the weapon runs the Tarrasque out into the middle of a very large lake and has it drown itself, whereupon it uses its last wish to utterly end the Terrasque's life.

The real beauty of this plan lies in the elegant, effectively free use of halflings. While the bearer has a Dex of 20 and specializes in a small corner of roguish skill, after consideration of the history of most games I've been in, I must conclude that you have good odds of finding such an individual after turning over a few rocks. (In DragonLance, Kender can be freely substituted with extreme prejudice.) If the halfling doesn't survive, the blade can simply Dimension Door away to be recovered and re-used until it ultimately succeeds in its mission.

I do concede that if you get a bit overzealous with this tactic, the Terrasque might succeed in extincting halflings in your world, leaving you with a Terrasque rampaging, but no halflings.

Of course, you will all agree, this is the more favorable outcome. :smirk:
Deflare

08-03-05, 02:49 AM
Tarrasque eggs?! Plural?! You hate your players, don't you?

15) Gather every Mage's Guild in the campaign world and have them nuke it into oblivion. Assuming 20 low-medium level mage's guilds per nation- each with, say 50 members- and 5 nations in the campaign world, plus 5 high-level guilds with 5 members each, plus the PCs... That's a whole crapload of nukage, right there. It gets even bigger if you have more nations or cities in the campaign world. The main problem is to convince them all to fight the tarrasque, rather than have the creature ravage the country that it popped up in then go back to sleep.

Leewei: ...What is with you and halflings?
Leewei

08-03-05, 02:57 AM
:devil:
NinjaE

08-03-05, 08:13 AM
Tarrasque eggs?! Plural?! You hate your players, don't you?

Nah. If he hated them, he'd have them be teleported to the planet that was inhabited by T's on the surface, and illithids in its underdark(it's from SJ).

Anyways, I got a way, and all you need is a bag of holding and a portable hole, along with a cleric who can cast an obscene amount of heroes' feasts.

16) Have some guy with bag and hole get swallowed, then make a rift in its stomach. Then, warp to the astral and feed the thing until it falls asleep. Tah-dah! The T won't get hungry ever again, and the githyanki get a conversation piece.

17) Also, get a lot of +INT(+10 should easily do) items, place them on the T, give it a ring of sustenace, a permanent effect tongues spell(enchant a tongue-ring or something), and live happily ever after with the now-smart T.
Sirius_A

08-03-05, 09:05 AM
17) 18-20th level sorcerer with Dominate Monster.
It might not work in one go, but with the spell penetration feat and a limited wish to lower his save, the chances for it to work are pretty nice.
Just fly over him and try it a few times.

(in a previous game, my sorceress did exactly this, and for a while had a dominated terrasque by her side. Just give him a ring of counterspelling with greater dispel magic for annoying spellcasters. For extra fun, you can cast haste, greater invisibility and fly on him and let him lose on your enemies....
Yeah... this campaign got pretty crazy... :D)
mrurbanitesmiley

08-03-05, 11:50 AM
Get together your buddies (Jozan, Devis, Mialee maybe, and Allhandra) along with you (Nebin) with your rings of elemental control (Jozan has earth, Devis has fire, Mialee has Water, Alhandra has Air, and of course our buddy nebin has Heart, along with a level of druid so he gets a monkey animal companion.)... When your powers combine, et al.

Which brings up an interesting question. Would Captain Planet be obligated to stop the tarrasque, as it hurts the environment, or protect it, as it is a theoretically psuedonatural critter?
AramilWindwalker

08-03-05, 11:59 AM
With a wisdom of 14, it's safe to assume it can instinctively use its abilities well, even if it has no clue as to why.

Immune to stat and level drain, unfortunately. The magic jar idea is a good one. SR32 and Will+20 are formidable but hardly insurmountable.

And now, for your entertainment,
How to kill the tarrasque on a modest budget:
Dagger (Luckblade):
1 wish 62,360gp
+2 enhancement bonus. +2 Ego
Special Purpose (Stop the Tarrasque from Rampaging, Excepting Where Halflings Are Concerned)
-Dedicated Power: Dimension Door itself and wielder. +4 Ego +50,000gp
Int12 Wis10 Cha10 +1 Ego +1,000gp
Faerie Fire 3x per day +1 Ego +1,000gp

Total cost: 112,360gp

The wielder of the Luckblade Dimension Doors over to the Tarrasque after distracting it by casting Faerie Fire on an unfortunate halfling hiding in the nearby scrub. The wielder then Dimension Doors and gently places the blade on the Tarrasque. For our purposes, our brave volunteer is a Halfling Rogue with Skill Focus(Sleight of Hand) and a Dexterity of 20, plus 4 ranks in Sleight of Hand skill. Add in the +1 luck bonus from the sword for a total bonus of +13. The Tarrasue unfortunately has a hefty Spot check of 17, but given that its chasing down and devouring a nice shiny, juicy halfling, the circumstance modifier is hopefully high enough to make up the difference.

Our brave volunteer places a weapon belt complete with the sheathed dagger on the terrasque, effectively making it the wielder. Unfortunately, the blade isn't inclined to Dimension Door the Terrasque away, but otherwise it would probably not have been inclined to let its prior wielder get anywhere close, preferring to Dimension Door him on ahead to warn any nearby halflings of their impending doom. Thus, with some creativity applied to the item's Special Purpose, we neatly create a situation where it can be effective.

Once on the Terrasque, whenever it rampages, the dagger will enter attempt to make the Tarrasque Obedient. While the Will save is a whopping +20, the Tarrasque is bound to roll a 1 sooner or later. Once made Obedient, the weapon runs the Tarrasque out into the middle of a very large lake and has it drown itself, whereupon it uses its last wish to utterly end the Terrasque's life.

The real beauty of this plan lies in the elegant, effectively free use of halflings. While the bearer has a Dex of 20 and specializes in a small corner of roguish skill, after consideration of the history of most games I've been in, I must conclude that you have good odds of finding such an individual after turning over a few rocks. (In DragonLance, Kender can be freely substituted with extreme prejudice.) If the halfling doesn't survive, the blade can simply Dimension Door away to be recovered and re-used until it ultimately succeeds in its mission.

I do concede that if you get a bit overzealous with this tactic, the Terrasque might succeed in extincting halflings in your world, leaving you with a Terrasque rampaging, but no halflings.

Of course, you will all agree, this is the more favorable outcome. :smirk:
You are my hero, a world without halflings is a good world, just see my sig, i despise them, but not kender, only because I don't know what they do mechanically, but I like the cleptomaniac part of them
Dalar Ragnos

08-03-05, 12:26 PM
Have your party's Fighter get swallowed, activate an Immovable Rod or two inside its throat/stomach, then use a Ring of Spell Storing (with Dimension Door stored) to get clear. It now has to make a DC 30 Strength check to move up to 10 feet in a single round; its mobility is drastically reduced, and the rods are pressing against its intestines in unpleasant ways, possibly damaging it.

Proceed to shoot it with ranged attacks, taking 5-foot steps as necessary to keep your distance.



Alternatively, you could have it make a few Will saves, since those are its weakest point. The example of the lich controlling Big T is a good one.
RavenoftheCrags

08-03-05, 12:43 PM
Dunno what number we are up to

* Suck up to/ bribe/ blackmail your DM into getting rid of Big T
* Get swallowed then cast Mordencainens Whatsitsname Mansion
* Dig down as far as possible.
Fanged Fremont

08-03-05, 01:57 PM
Have your party's Fighter get swallowed, activate an Immovable Rod or two inside its throat/stomach, then use a Ring of Spell Storing (with Dimension Door stored) to get clear. It now has to make a DC 30 Strength check to move up to 10 feet in a single round; its mobility is drastically reduced, and the rods are pressing against its intestines in unpleasant ways, possibly damaging it.


2 rods would not be enough. Mr. T weighs 130 tons, and being such would not be required to make a strength check against 8tons of force, or atleast he should get a big boost for his weight. Not to mention that his stomach acids would eventually eat away at the rods albiet I don't know their hardness and hp.

I like the inteligent talking Mr. T idea though. Give him his own dragon hoard to keep him busy seeing how his time used to be taken up by eating and sleeping. The all begs the question, how big is a Mr. T poo and how good would it be as fertilizer?

Personally I think it would be fun to try and shrink Mr T and make him your lapdog.
Earthcrosser599

08-03-05, 02:12 PM
Since T does not have ranged weapons and isn't smart enough to make or acquire any, I think it's a given that a guy flying over it beyond reach shooting it or casting spells on it will eventually drop it.

Someone find a way to store it in a Rope Trick. Leave a note on the rope saying, "Pull Me!" and see what happens.
Sirius_A

08-04-05, 07:47 AM
Ehm... 23) When Big T is asleep, sneak into his lair and cast a lot of walls of force around him. Maybe make them silent, so you don't wake up our big friend. *!Important!*: Make sure the walls connect flawlessly. (I think 5 is enough: 4 on the sides, and one lying down on the floor) Now, make them permanent.
When you're finished with this, get a lot of clerics to cast create water above Big T. Let them repeat this a few times.
And voila! You now have the biggest fish-tank of the whole continent with a moderatly annoyed Tarrasque swimming in it.

Now sit back and let the monney flow in by charging money to let tourists see the worlds biggest fish.
digoraccoon

08-04-05, 08:29 AM
Personally I think it would be fun to try and shrink Mr T and make him your lapdog.
If you could research a form of Shrink Object to work on the T, that would work out... being 1/16th its normal size. :)

Puppy!
tharivol266

08-04-05, 09:33 AM
puppy power!!!!!!!!!
Nurgan_the_drunked

08-04-05, 09:37 AM
Spike his milk then bundle the damn fool onto an aeroplane!

Oh we're talking about the other Big T

*dodges rotten fruit*
Callista

08-04-05, 09:57 AM
26.) After you've captured him, use his Frightful Presence to give a bonus to Intimidate checks when you interrogate prisoners
Vaelan

08-04-05, 09:59 AM
1. Dominate Monster. Preferably a level 10 Mindbender for a permanent Dominate.

2. Flesh to Stone for the most dangerous statue in existence.

Last time the pc's came across an underground cavern with tarrasque eggs that were beginning to hatch
If the tarrasque lays eggs, it is no longer a unique creature and thus you can call it with a Gate spell and force it to obey you.
Clawhound

08-04-05, 10:30 AM
Cast levitate on it until it fails.
Make it go up, up, up.
Gust of wind.
Rinse and repeat as necessary.
Drop on enemy kingdom.

Now it's somebody else's problem.
Clawhound

08-04-05, 10:33 AM
Powerful Telepath perma-switches bodies with Tarrasque
Kill original telepath body.

Now you have a Level 18+ telepath with 800 hp and 40 regen.

(That might not work, but it sounds good.)
ShadowDragon8685

08-04-05, 10:50 AM
Magic Jar, of course. It's perfect. Then you have a powerful Wizard in a gigantic Tarrasque body. Use Permanany or something.
Khal Khalash

08-04-05, 12:37 PM
I see one fatal flaw with the whole Magic Jar idea...

The wizard (or lich, as originally posited) would not be able to cast any spells with a verbal component. As per the SRD, the tarrasque cannot speak. Doesn't have the necessary vocal cords.

Not only that, but the Magic Jar spell does not transfer feats to the host body - which would rule out Silent Spell.
Puritan13

08-04-05, 02:28 PM
1. Dominate Monster. Preferably a level 10 Mindbender for a permanent Dominate.

2. Flesh to Stone for the most dangerous statue in existence.


If the tarrasque lays eggs, it is no longer a unique creature and thus you can call it with a Gate spell and force it to obey you.

Never said it was unique. I know what the MM says, but there is a small scratch out in pencil over that part so I don't have to use that rule.

On a broader note, thats what I do with the few parts of the core books I disagree with, I scratch em out and declare "My books are right for this campaign." And you know what? They are. Sometimes the scratches get erased for a particular campaign, only to be rescratched for the next campaign.
Ze_Mighty_Vegetable

08-04-05, 02:43 PM
With as many dead Tarasque(s?), it's only a matter of time before a brave party of adventuring Tarasques gather to hunt and kill the legendary bane of it's race, the dreaded PCs...
kam_Islash

08-04-05, 03:09 PM
-I didn't see immunity to Dominate Monster on that list. My very own Pet Tarrasque :)
Vaelan

08-04-05, 06:47 PM
Never said it was unique. I know what the MM says, but there is a small scratch out in pencil over that part so I don't have to use that rule.
And as a result of that small scratch, you can now summon a tarrasque with the Gate spell, unless you make a few more scratches.

On topic, a Mirror of Opposition will easily undo a Tarrasque.
elven warriorXX

08-04-05, 06:52 PM
i pity the fool who not read this thread!- MR.T

i did not know that Mr.T was a monster!! what MM is he in?? :P bad joke
20goingon1232

08-04-05, 06:52 PM
-I didn't see immunity to Dominate Monster on that list. My very own Pet Tarrasque :)
Take the feat that allows you magical beasts as Animal Companions, be an Arcane Heirophant (to get the Dominate Monster spell amongst other things).

Not only is the Big T your pet, he is your Companion Familiar with an Int of 13+ with all the increases both Familiars and Animal Compaions get.
Ze_Mighty_Vegetable

08-06-05, 01:45 AM
Could an epic druid playing under a foolishly suicidal DM shapechange into a Tarrasque?
jktrondarr

08-06-05, 02:30 AM
Get together your buddies (Jozan, Devis, Mialee maybe, and Allhandra) along with you (Nebin) with your rings of elemental control (Jozan has earth, Devis has fire, Mialee has Water, Alhandra has Air, and of course our buddy nebin has Heart, along with a level of druid so he gets a monkey animal companion.)... When your powers combine, et al.

Which brings up an interesting question. Would Captain Planet be obligated to stop the tarrasque, as it hurts the environment, or protect it, as it is a theoretically psuedonatural critter?

dude, thats not funny. i had a DM once who gave the party rings of summoning captain planet. we tricked him into killing some innocent bystanders and having his alignment change to evil. best stupid campaign i ever played in (except when anthony became king of the smurfs...but thats another story indeed).

as far as killing/stopping the tarrasque: force it into a ravine lined with prismatic walls spaced every 30', each time it rampages thru a wall it must save 7 times to completely negate that walls effects.
Sapp

08-06-05, 02:39 AM
ha ha ha get a necromancer to make it an undead that keeps its special abilities....and it will be immortal wont it.... read its regeneration ALL damage becomes subdual yet undead are immune to subdual damage..... therefore it would be immortal am i correct....woot woot
Undead don't have regeneration or even a constitution score.

By becoming undead, it would lose regeneration.
SonsOfKyuss

08-06-05, 05:56 AM
Here's my incredibly easy/lame way to kill the tarrasque:

Create a level 16 warlock with the incantation Word of Changing and a carpet of flying. Basically, Word of Changing is the same thing as Baleful Polymorph, but since you are a warlock you can cast it every round. So just sit on your flying carpet casting Word of changing every round and eventually you will both pass the spell resistance and Mr. T will roll two 1s in a row. Once that happens, Mr. T will no longer have his carapace, regeneration, or any of his other extraordinary abilities.

Bye bye Mr. T
kam_Islash

08-06-05, 11:47 AM
You would have to use Origin of Species to make the Tarrasque no longer unique before Shapechange will work.
fallabel

08-06-05, 08:28 PM
I see one fatal flaw with the whole Magic Jar idea...

The wizard (or lich, as originally posited) would not be able to cast any spells with a verbal component. As per the SRD, the tarrasque cannot speak. Doesn't have the necessary vocal cords.

Not only that, but the Magic Jar spell does not transfer feats to the host body - which would rule out Silent Spell.

Easy! Magic Jar into the Tarrasque. Then "adventure" for awhile, killing enough things to level up. Take a level of Druid, and get the "Natural Spell" feat.
Sssargoth

08-06-05, 09:51 PM
Easy! Magic Jar into the Tarrasque. Then "adventure" for awhile, killing enough things to level up. Take a level of Druid, and get the "Natural Spell" feat.

Actually, you would need 5 levels of Druid to qualify for "Natural Spell". The Surrogate Spellcasting feat on the other hand would work quite well. It allows you to substitute the normal Verbal and Somatic componets with whats appropriate to the species.

My contibution.

Geas a god to kill it. :D
Puritan13

08-06-05, 09:53 PM
And as a result of that small scratch, you can now summon a tarrasque with the Gate spell, unless you make a few more scratches.

On topic, a Mirror of Opposition will easily undo a Tarrasque.

I don't have a problem with a summoned/controlled Tarrasque.
ajmastrean

08-08-05, 04:08 PM
A 20th level caster without feats has slightly less than a 50% chance to beat his SR. Use a permanent Teleportation Circle that goes to the bottom of the ocean (use some scrying to be "familiar" with the location). Lure the T back and forth over it... BAMF! Wait for a few minutes while the drowning and pressure take care of business.

Fly + Wand of Baleful Polymorph = WIN. One problem... unless he auto-fails another save (because we know that's the only real way to get a spell past) he retains Su, Sp, Ex, saves, BAB, and HD. That's one badass sheep!

Disintegrate doesn't work... don't know why it is the only explicitly listed spell, especially when the problems are so obvious (http://boards1.wizards.com/showthread.php?t=476874).

Flesh to Stone works well, too, but you haven't actually "overcome" the T. Someone else can come by and reverse the effects. You'd have to invite the local children over to smash at the T for a while (auto-hits eventually!) and work him into powder... then cast that Wish/Miracle.
Atragon

08-08-05, 04:49 PM
With as many dead Tarasque(s?), it's only a matter of time before a brave party of adventuring Tarasques gather to hunt and kill the legendary bane of it's race, the dreaded PCs...

So what's their favored class? ;)
Ze_Mighty_Vegetable

08-08-05, 05:24 PM
So what's their favored class? ;)
I'd have to say bard. A whole party of singing Big T would be too cool... But honestly, who cares about their class? A commoner Tarrasque can still kill you just as dead as a fighter Tarrasque.

That said, if you ever see a cleric Trarrasque, FLEE!!! You don't want to see it's Aspect of Deity form...
Vaelan

08-08-05, 11:00 PM
Here's my incredibly easy/lame way to kill the tarrasque:

Create a level 16 warlock with the incantation Word of Changing and a carpet of flying. Basically, Word of Changing is the same thing as Baleful Polymorph, but since you are a warlock you can cast it every round. So just sit on your flying carpet casting Word of changing every round and eventually you will both pass the spell resistance and Mr. T will roll two 1s in a row. Once that happens, Mr. T will no longer have his carapace, regeneration, or any of his other extraordinary abilities.

Bye bye Mr. T
The range on Baleful Polymorph, and thus Word of Changing, at level 16 is a mere 65 feet.

The tarrasque can jump that high.
Loren Pechtel

08-09-05, 12:24 AM
Flesh to Stone works well, too, but you haven't actually "overcome" the T. Someone else can come by and reverse the effects. You'd have to invite the local children over to smash at the T for a while (auto-hits eventually!) and work him into powder... then cast that Wish/Miracle.

If you're a high enough level caster simply transport the stone to someplace nobody's ever going to find it.


Incidently, how are you going to scry the bottom of the ocean? I thought scry only worked on creatures, not locations.
ajmastrean

08-09-05, 08:50 AM
@Loren Pechtel
Well, you could Shapechange/Polymorph into various creatures that live deeper and deeper in the ocean as you go (actually swim there). Or you could take a ride in an Adamantine reinforced Appartus of Kwalish... basically, there's some creative RAW way to do it (provided your DM is down).

(a bunch of Divination spells would theoretically work: Arcane Eye, Clairaudience/Clairvoyance, Prying Eyes [probably the most likely to work])


@Vaelan
The T cannot actually jump that high. You have to consider that you'll be 65 feet from him.

--> Colossal = 128ft natural vertical reach (really irrelevant because you'll be 65 ft from THIS height to use any spell).

JUMP
---------------
--> 150 ft base speed (assume he Rushes) = +48
--> Str 45 = +17
--> above average check = 15
---------------
--> TOTAL = 80 = 20 ft. vertical jump

So, you are pretty much safe. (a long jump goes 1/4 distance vertically, but that's the same mechanic to find vert. jump, so don't worry about that).
Vaelan

08-09-05, 11:47 AM
(really irrelevant because you'll be 65 ft from THIS height to use any spell).
You can't target a spell from that far away until it jumps up to try to get you. Animals know how high they are capable of jumping, so the Tarrasque would just go bother something else until you decided to come within reach. Also, you should be using the Tarrasque's reach statistics, not the high jump reach stats.
High Octane

08-09-05, 11:59 AM
Tumble around him until he gets dizzy enough from spinning around that he falls over. Then duct tape him to the ground and let him starve.
Callista

08-09-05, 12:32 PM
You can't target a spell from that far away until it jumps up to try to get you. Animals know how high they are capable of jumping, so the Tarrasque would just go bother something else until you decided to come within reach. Also, you should be using the Tarrasque's reach statistics, not the high jump reach stats.I believe a Ready Action would solve that problem: Ready an action to release the spell when the Tarrasque comes in reach.
SonsOfKyuss

08-09-05, 02:08 PM
You can't target a spell from that far away until it jumps up to try to get you.
With how intelligent the big T is, I'm thinking there's two scenarios here. If I make some noise and smell alive he will either try to attack me or he won't. If he does attack I can just stay out of his reach and use readied actions to cast when he jumps up at me. If he doesn't attack, I just sit there and blast him.

Animals know how high they are capable of jumping, so the Tarrasque would just go bother something else until you decided to come within reach.
Are you serious? Have you ever owned a dog or cat? They will reach up toward something they can't reach, even if they have no chance of reaching it. But more importantly, whether T jumps up at me isn't important, because he can only jump around 20 feet high. I just need to stay about 30 feet above his natural reach.

While it may seem absurd to only attack T when he lunges up high enough for me to cast, I really only need to make around 40 of these readied attacks. After that he will probably have at least failed his initial save and been transformed into a dog or something. Now his vertical reach is extremely unimpressive and I can really just sit there casting Word.

Can you imagine walking in on that situation as a party of adventurers?

DM: "At the end of the swath of destruction you find a small sun lit clearing. Floating 40 feet above the clearing is some type of spell caster sitting on flying carpet. He is continually casting spells at a small dog who is jumping surprisingly high toward the caster. The dog does not seem happy. Roll init. (dice rolling sounds) Ok, Pete goes first."

PETA-Pete the Ranger: "Sweet, I don't like people mistreatin' no animals. I'm gonna ready a many-shot on my mage-bane bow and release as soon as one of my companions attacks."

DM: "Ok, Madge, you're up next"

Mad Madge the Mage: "Hmm, I'm an anarchist so I don't want to take any direct action. I guess I will just cast a Greater Dispel Magic at the flying carpet and see what happens."

PETA-Pete: "TWANG!!! Haha, I release!"

DM: "Ugh, umm, ok. (rolls some dice) Just as the caster starts falling your arrows slam into him. When his limp form hits the ground the dog tears apart and swallows the body with surprising ease."

PETA-Pete: "Sweet, I'm gonna go pet him."

If I my party ever gets to a high enough level to fight the tarrasque, this is how I will introduce him.
Avatarblu

08-09-05, 03:09 PM
Slip a ring of sustenance on him. It will feed him indefinitely. Wait a week, he will go back to sleep. Forever.
ajmastrean

08-09-05, 03:42 PM
A 20th level character's close range (25+5ft/2 levels) spell has a range of 75 ft. That's well out of range of a jumping Tarrasque. I am assuming you are flying/hovering/whatevering in the sky above him.

Now, the Tarrasque can pick up boulders, carts, other players, trees, and whatnot to hurl at you... so you aren't completely safe, but moreso than even a blinking or blurred character on the ground (let's assume you have some effect like this going too).
tharivol266

08-09-05, 10:31 PM
evidently he holds no power when confronted by an undead drow named jannys :D :D :D :D :D :D :invasion:
Loren Pechtel

08-09-05, 11:05 PM
Are you serious? Have you ever owned a dog or cat? They will reach up toward something they can't reach, even if they have no chance of reaching it. But more importantly, whether T jumps up at me isn't important, because he can only jump around 20 feet high. I just need to stay about 30 feet above his natural reach.

My cat knew what she could reach. I never saw her trying to reach something that was beyond her. The only times she would attempt the impossible was in conditions where she couldn't be sure of the situation. For example, if the only route meant standing on something too flimsy for her weight.

She also learned the impossible in a single try. I saw her try to open the door one day--it would have worked if she could have gotten a grip. I tried wrapping part of a busted inner tube around the knob so she actually could open it--but I couldn't get her to try it again to see it would work.
tharivol266

08-10-05, 12:13 AM
my cats can open doors(only the ones with knobs not screen doors for some reason lol) they all have learned how to take trash can lids off and feel free to do so whenever we forget to feed them for a little too long. one time my cat actually managed to fid her way into the fridge
TheDarkestOfAngels

08-10-05, 01:32 AM
You don't need to kill the tarrasque.
Just send wave after wave of men at it until it reaches its stomach's limit and goes back to sleep.

Show them the metal I won, Kif, for using that tactic.

Kif: ugh. *points to metal*

If he attacks again, just be reassured to have wave after wave of men at your disposal.
Right men?

Men: YOU SUCK!
Vaelan

08-10-05, 03:16 AM
Are you serious? Have you ever owned a dog or cat? They will reach up toward something they can't reach, even if they have no chance of reaching it.
Yes, I have owned a number of each. Animals that are domesticated early in their lives (or not domesticated at all, such as the tarrasque would be) do not do such things.

Also, the Tarrasque has an Intelligence of 3, which is above animal intelligence.

While it may seem absurd to only attack T when he lunges up high enough for me to cast, I really only need to make around 40 of these readied attacks. After that he will probably have at least failed his initial save and been transformed into a dog or something. Now his vertical reach is extremely unimpressive and I can really just sit there casting Word.
It doesn't seem like an absurd tactic, beyond the fact that the Tarrasque wouldn't fall for it forty times.
kam_Islash

08-10-05, 10:53 AM
Sow ait, you mean you could baleful polymorph him into a harmless whie rabbit and hed still be a badass?

Its the super rabbit from Monty Python!
Deadlion

08-10-05, 11:08 AM
I'm sorry, but the first thing that came to my mind on reading the name of this thread was the phrase "I pity the fool..." :P
Glenn4Moose

08-10-05, 11:25 AM
You all are going about this the wrong way. Who ever said you have to beat the tarrasque or however its spelt. Just run away. I hear limbo is nice this time of year...I can get you a good cost on a timeshare.
SonsOfKyuss

08-10-05, 01:42 PM
Yes, I have owned a number of each. Animals that are domesticated early in their lives (or not domesticated at all, such as the tarrasque would be) do not do such things.
So in other words, no animal, domesticated or not, will ever reach out to or paw at something they cannot reach? I disagree with you, but it doesn't appear that I'm going to be able to convince you anytime soon.

Also, the Tarrasque has an Intelligence of 3, which is above animal intelligence.
So, he is almost as intelligent as your average mentally retarded person? An int of 3 is still extremely stupid. I honestly don't think he will catch on to my tactics that fast, especially considering the fact that the spell has no effect on him until it actually works. I could see the Big T going to some extreme measures to attack somebody who was actually hurting him, but really, all I'm doing is floating above him making a little noise.

It doesn't seem like an absurd tactic, beyond the fact that the Tarrasque wouldn't fall for it forty times.
Ok, he stops lunging for me. I just go invisible, move in, and attack and withdraw when he looks busy. But just in case something goes terribly wrong, I guess I could have a ring of freedom of movement just in case he somehow is able to attack. It's not like he's really all that much of an offensive powerhouse if he doesn't have the ability to grapple.
Finfreeze

08-10-05, 02:23 PM
You could always have your party become ghosts, manifest in touch range of the Tarrasque, and drain touch all of the its ability scores to zero (or maybe 1d4 for constitution). Try draining intelligence first.

This is of course assuming that the Tarrasque won't die (or take HP+10 in nonlethal damage) from being drained to 0 constitution. A completely nonfunctional Tarrasque is better than a dead Tarrasque, so it seems.
Leewei

08-10-05, 04:29 PM
There are two stats here to consider: Intelligence and Wisdom.

Intelligence would indicate creativity, cunning, and imagination.

Wisdom would represent willpower, general awareness, and instinctive knowledge of its abilities.

The Tarrasque probably has an adequate Wisdom for it to have a good grasp of its jumping height, not to mention lunging pointlessly at someone who keeps pelting it with spells.

It also doesn't appear to have the capability to hurl objects at people (thank goodness!), since that attack mode is not listed.

Now that I think about it, could Dominate Monster be followed by a command to not resist the Baleful Polymorph, thus negating the Fortitude save? If so, that's a nice quick way to end this sucker.
Loren Pechtel

08-12-05, 12:08 AM
my cats can open doors(only the ones with knobs not screen doors for some reason lol) they all have learned how to take trash can lids off and feel free to do so whenever we forget to feed them for a little too long. one time my cat actually managed to fid her way into the fridge

Mine never took a lid off but she knew where the cat food was kept. Forget to feed her and she would slip in, make a neat little hole in the bag and eat. Sometimes she got stuck in there for some hours though.

My mother's, though, would just make a big pest out of himself if he felt he hadn't been fed properly.
Hairfoot

08-12-05, 12:50 AM
Oh. I thought you meant Mr T.

What a let-down.
High Octane

08-12-05, 10:26 AM
Oh. I thought you meant Mr T.

What a let-down.

You CANT Beat Mr. T FOOL!!