Defeating the Tarasque [Archive] - Wizards Community

Post/Author/DateTimePost
AZNsupermarket

09-05-06, 05:30 PM
I am about to start a campaign in a group of 4 level 16 adventurers, and we will be fighting a tarasque very soon. I need as many tips as possible for defeating this thing, and as many strategies as possible because the tarasque might be slightly altered to fit the flavor of the adventure.
our group is pretty optimized and will consist of:

a level 17 Druid (me)
a level 17 Artificer
a level 17 Barbarian
(hopefully) a level 7 Cleric/10 Radiant Servant of Pelor

Any tips and strategies?

Edit: we're starting at level 17, not 16, and the tarasque can breath water.
elondir

09-05-06, 05:39 PM
He has 858 hit points, +57 to hit, epic DR, regeneration 40, SR 32, and a bunch of immunities. You will get hit for huge damage, probably vorpal or swallow whole. It may grab you. Try spell penetration on death effects that are NOT rays and require will saves (he's only +20 on his will save). Have a scroll of wish handy to keep it down once you get it down to 0 hp (subdual).
Nived

09-05-06, 05:43 PM
Fly, you can do it with Wildshape and your Artificer should be able to make scrolls for the rest of the guys or magic items. The Barb wont do much because of the damage reduction. Stay out of its reach, use spell penetration or spells that don't offer spell resistance to beat the crap out of it while not taking any damage.
Aeromus

09-05-06, 05:45 PM
Meta-game.

Short of the DM creating a hefty adventure centered on finding the creature's weakness, or going to some divine plane and asking a diety how one kills it, your character would NEVER dream of casting a wish anyway.
Piggyfreak6

09-05-06, 06:53 PM
Have a bag of holding and a portable hole handy. Put the portable hole in the bag of holding while you're right next to him, then RUN! If you get an attack of Op, who cares, you need to get atleast 20 feet away!
Duke

09-06-06, 12:19 AM
1)Choose one character to be bait.
2)Aquire a ring of water breathing for said bait.
3)Find a way for one of the other character to cast gate.
4)Get the Tarrasque to chase the bait.
5)Caster opens a gate to the elemental plain of water directly in front of bait, who will proceed to charge through headlong.
6)Pray to whatever god you worship that the Tarrasque follows.

Regeneration does not prevent damage from hunger, thirst, or suffocation, so if you can figure out a way to starve it, that would work too.
draco1119

09-06-06, 01:23 AM
Run. Very fast and very far. Come back later with a venerable Silver Dragon.
Sapp

09-06-06, 01:32 AM
Acid and Bludgeoning Resistance.

Get swallowed.

His digestive tract is described as being AC 25. Stay in there. (Nothing says you are forced to leave after dealing 50 damage to it. It is merely an option). Power Attack. Tear him apart from the inside out.

Have scroll of wish or scroll of miracle ready.
Raymond_Luxury_Yacht

09-06-06, 01:37 AM
Acid and Bludgeoning Resistance.

Get swallowed.

His digestive tract is described as being AC 25. Stay in there. (Nothing says you are forced to leave after dealing 50 damage to it. It is merely an option). Power Attack. Tear him apart from the inside out.

Have scroll of wish or scroll of miracle ready.
Can't Power Attack with a light weapon. So, your strategy doesn't work. Also, it has an annoying tendency to assume that the Tarrasque is stupider than most bugs, since no one ever seems to realize that it can just vomit the thing up and not eat it again.
Sapp

09-06-06, 01:42 AM
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.
I'm having trouble finding where I'm forced to use light weapons in the Tarrasque's gullet.

Also, have you ever tried vomit out an intact, solid intelligent entity that is unwilling to leave? No, sorry, but I'll dig my +5 Greatsword or my magic fanged claws into your digestive tract.

EDIT: By the way, is vomitting considered a standard or full-round action? Does it provoke attacks of opportunity? Heh.
epifreak

09-06-06, 01:45 AM
I'm probably one of the few people in the world who hasn't read the artificer class, but I believe they get arcane spells, no? Is explosive runes in there? If so, there's a fairly easy way to get an arbitrarily high damager using explosive runes and an area dispel. DR doesn't do too much when you're dealing damage in packets that require scientific notation.
Raymond_Luxury_Yacht

09-06-06, 01:46 AM
I'm having trouble finding where I'm forced to use light weapons in the Tarrasque's gullet.

Read the entry for Swallow Whole.
Raymond_Luxury_Yacht

09-06-06, 01:47 AM
1)Choose one character to be bait.
2)Aquire a ring of water breathing for said bait.
3)Find a way for one of the other character to cast gate.
4)Get the Tarrasque to chase the bait.
5)Caster opens a gate to the elemental plain of water directly in front of bait, who will proceed to charge through headlong.
6)Pray to whatever god you worship that the Tarrasque follows.

Regeneration does not prevent damage from hunger, thirst, or suffocation, so if you can figure out a way to starve it, that would work too.
The Tarrasque can't die from hunger, thirst, or suffocation. Its entry is pretty damn specific on this. Unless "can only be killed by ..." means it can be killed via other methods as well.
Sapp

09-06-06, 01:48 AM
Ah, you are right. My bad.

Unfortunately, it is irrelevant because we are talking about a druid here. Power Attack can be used with magic fanged natural weapons.
Raymond_Luxury_Yacht

09-06-06, 01:54 AM
Ah, you are right. My bad.

Unfortunately, it is irrelevant because we are talking about a druid here. Power Attack can be used with magic fanged natural weapons.
Which really aren't strong enough to prevent the Tarrasque from vomiting him up. And the change to Wild Shape, plus the practical impossibility to get resistance to Bludgeoning damage means that the Druid is going to have a very short lifespan.
Sapp

09-06-06, 01:57 AM
Which really aren't strong enough to prevent the Tarrasque from vomiting him up.
Because we know how weak a wildshaping druid is.

And the change to Wild Shape, plus the practical impossibility to get resistance to Bludgeoning damage means that the Druid is going to have a very short lifespan.
Because we know how quickly 2d8+8 per round can kill a wildshaped druid with access to heal and automatic concentration checks.
Kurtulmak

09-06-06, 03:06 AM
Generally, one of the most common methods of disposing of the Tarrasque is to somehow banish it to another plane of existance (ussually the plane of water) where it will have difficulty surviving. Generally by casting a Gate spell or the like.

Of course, first you have to get the spell ready and put yourself into a position where you can actually do this, which can be somewhat difficult.

And there's always the chance that your DM will rule that the Tarrasque doesn't actually DIE, psychotically resiliant as it is, but is rather rendered unconcious -- meaning that sometime far in the future some idiot wizard or clueless planar traveller could accidently bring it back to the Prime Material, where it would quickly regain conciousness and go back on a killing spree. I think it was Final Fantasy V that once said something to the effect of 'Nothing merely banished is ever gone forever'. Which would.. really make for an interesting plot, if you were were around whenever the thing got back.

But, yeah. What was I talking about? Generally, if you just need to get rid of the damn thing, banishing it to some other plane where it can't easilly survive and/or escape is probably one of the easier ways to go. You just need to figure out how you're going to do it, first.
Shaggy_Shaggs

09-06-06, 04:03 AM
The banishment is only part of it.

Gate it to the plane of water, give it a month to drown, then hit yourself up with Water Breathing, go in after it, and use Wish to keep it drowned. Done.
Error 401

09-06-06, 05:02 AM
Get some Allips or a Ghost (Artificer is probably the best bet for this). Have them drain it unconcious. Deal with it when you feel like it.
Shaggy_Shaggs

09-06-06, 05:05 AM
Get some Allips or a Ghost (Artificer is probably the best bet for this). Have them drain it unconcious. Deal with it when you feel like it.
This was actually going to be my first suggestion, but the OP sounded like the situation is a bit too urgent to track down the necessary incorporeals and have the artificer fake Command Undead to get them to go along.

If there's time, definitely do that, though.
Deathstalker

09-06-06, 11:38 AM
Actually, the best idea that I have ever heard of for defeating the tarrasque is not my own, although I wish it was.

Get ghost touch wounding weapons. Leave them on the material plane and then plane shift to the etheral. Then use your ghost touch weapons to kill the tarrasque. He may have dr/epic and ridiculous regen, but as long as you get a point of damage through, you also deal a point of constitution damage, which doesn't regenerate, and he's only got like what, 40 or 50 of those? It might take a while, but he won't be able to reach across planes to get you, so it's safe, and then all you need is to planeshift back when he's at 0 con and use the wish to keep him down.
PhaedrusXY

09-06-06, 11:54 AM
The tarrasque is immune to ability damage, and ghost touch doesn't let you attack from the Ethereal. It is not immune to ability drain, however. So the allip thing works.

As far as knowing that you need to use a Wish to permanently defeat it, your characters should be able to figure this out using some divination spells I'd think.
Shaggy_Shaggs

09-06-06, 11:59 AM
Now if you had a way of making yourself incorporeal, ghost-touch weapons could let you strike from that state against corporeal targets. Wounding still won't work against the tarrasque, though - if you want to go after Big T's ability scores, you have to hit him with drain, not damage. (Why they made the tarrasque immune to ability damage, and immune to energy drain, but not immune to ability drain, I'll never know.)
Raymond_Luxury_Yacht

09-06-06, 12:02 PM
Ability drain is probably meant to be classified with ability damage.
RadicalTaoist

09-06-06, 12:10 PM
Send it to the Positive Energy Plane and you win. Keep out of its reach with flight and it can't harm you.

Seriously, if you have an Artificer and know a bit about magic item cheese, the Tarrasque is a cakewalk. Go to the CO Boards and look through the stickies, there should be several links to threads detailing his easy demise in there.
epifreak

09-06-06, 12:13 PM
Generally, one of the most common methods of disposing of the Tarrasque is to somehow banish it to another plane of existance (ussually the plane of water) where it will have difficulty surviving. Generally by casting a Gate spell or the like.

Of course, first you have to get the spell ready and put yourself into a position where you can actually do this, which can be somewhat difficult.

And there's always the chance that your DM will rule that the Tarrasque doesn't actually DIE, psychotically resiliant as it is, but is rather rendered unconcious -- meaning that sometime far in the future some idiot wizard or clueless planar traveller could accidently bring it back to the Prime Material, where it would quickly regain conciousness and go back on a killing spree. I think it was Final Fantasy V that once said something to the effect of 'Nothing merely banished is ever gone forever'. Which would.. really make for an interesting plot, if you were were around whenever the thing got back.

But, yeah. What was I talking about? Generally, if you just need to get rid of the damn thing, banishing it to some other plane where it can't easilly survive and/or escape is probably one of the easier ways to go. You just need to figure out how you're going to do it, first.

So how about the positive energy plane. Its death by fluffy rules are pretty plain. Just wait an hour or to for it to fail a fort save (at 1/round surely that'll be plenty of time).
Raymond_Luxury_Yacht

09-06-06, 12:19 PM
So how about the positive energy plane. Its death by fluffy rules are pretty plain. Just wait an hour or to for it to fail a fort save (at 1/round surely that'll be plenty of time).
Immune to death effects. Plus, the entry is damn specific at what can kill the Tarrasque, and Positive Energy Plane is not one of them.
Shaggy_Shaggs

09-06-06, 12:27 PM
Immune to death effects.
Not quite. The tarrasque regenerates after death effects, but it still takes enough damage when hit with a death effect to knock its hp to -10 from full health. Drowning it in the plane of water, or blowing it up in the positive energy plane, can work as long as you remember to Wish/Miracle it down permanently afterward. Hell, death attacking it as an assassin could work, but good luck getting it to fail a fort save vs death attack before you get slaughtered for being too close as a low-hp melee/skill monkey. :smirk:
Raymond_Luxury_Yacht

09-06-06, 12:56 PM
Not quite. The tarrasque regenerates after death effects, but it still takes enough damage when hit with a death effect to knock its hp to -10 from full health. Drowning it in the plane of water, or blowing it up in the positive energy plane, can work as long as you remember to Wish/Miracle it down permanently afterward. Hell, death attacking it as an assassin could work, but good luck getting it to fail a fort save vs death attack before you get slaughtered for being too close as a low-hp melee/skill monkey. :smirk:
Right, however, your wording made it seem like it killed the Tarrasque. Plus, you'd have to find the Tarrasque again to use the wish/miracle. And then beat its SR. All before you too went kaboom.
oxybe

09-06-06, 01:40 PM
for this you need:
-a magic carpet or the ability to fly and manipulate objects at the same time
-a many adamantine bullets as you can
-a bag of holding

steps:
-have the druid fill the bag of holding with adamantine bullets
-have the druid fly 200ft above the terrasque
-have the druid open the bag of holding
-have the druid turn said bag of holding upside down, releasing all the bullets.
-finally, if the terrasque survives, have the druid fall and shapeshift into as big an earth elemental as possible just to make sure the terrasque is properly squished. at this level you can afford to be true ressurected.

for those really cheap adventurers, fill the bag of holding with small, cheap animals! nothing says death and destruction like raining puppy dogs and kittens! corpses from various monsters killed can also do the thing. unfortunately, being a druid you might have something to say about dropping cats and dogs from such heights to kill a terrasque... if so, use any object really. 30-40 of them should kill off that bugger.

(strictly by the rules, an object should deal 1d6 damage for each 10 ft it fell, to a maximum of 20d6 so this means an average of 70 damage per object)

congrats! you have just solo'ed the terrasque. have a cookie. just don't tell timmy what happened to fido.
Raymond_Luxury_Yacht

09-06-06, 01:43 PM
for this you need:
-a magic carpet or the ability to fly and manipulate objects at the same time
-a many adamantine bullets as you can
-a bag of holding

steps:
-have the druid fill the bag of holding with adamantine bullets
-have the druid fly 200ft above the terrasque
-have the druid open the bag of holding
-have the druid turn said bag of holding upside down, releasing all the bullets.
-finally, if the terrasque survives, have the druid fall and shapeshift into as big an earth elemental as possible just to make sure the terrasque is properly squished. at this level you can afford to be true ressurected.

for those really cheap adventurers, fill the bag of holding with small, cheap animals! nothing says death and destruction like raining puppy dogs and kittens! corpses from various monsters killed can also do the thing. unfortunately, being a druid you might have something to say about dropping cats and dogs from such heights to kill a terrasque... if so, use any object really. 30-40 of them should kill off that bugger.

(strictly by the rules, an object should deal 1d6 damage for each 10 ft it fell, to a maximum of 20d6 so this means an average of 70 damage per object)

congrats! you have just solo'ed the terrasque. have a cookie. just don't tell timmy what happened to fido.
Objects weighing less than one pound deal no falling damage whatsoever.
Sapp

09-06-06, 02:48 PM
Right, however, your wording made it seem like it killed the Tarrasque. Plus, you'd have to find the Tarrasque again to use the wish/miracle. And then beat its SR. All before you too went kaboom.
Finding the Tarrasque can be done from another plane.
Whether or not Wishing the Tarrasque to stay dead triggers spell resistance or not is up to the DM. It could very well be that Wish triggers spell resistance when it's duplicating another spell effect. But since we're going to make so many assumptions about the OP's campaign anyway such as makeshift rules on vomiting (perhaps even ignoring the attacks of opportunity attempted vomiting can induce), then lets assume the players have access to Assay Resistance and others buffs which make passing SR checks trivial. Going "kaboom" isn't likely because you'd be spending a few rounds at most in the plane, because you'd know precisely where the Tarrasque was by divining from another plane in preparation.
PhaedrusXY

09-06-06, 02:56 PM
Right, however, your wording made it seem like it killed the Tarrasque. Plus, you'd have to find the Tarrasque again to use the wish/miracle. And then beat its SR. All before you too went kaboom.Once you've sent it to another plane... who cares? It's gone. :D

Of course, occupants of said plane may care, and may come looking for you. :P
AlexVADnD

09-06-06, 03:26 PM
Using Gate to send it to another plane simply will not work.

The SRD clearly indicates "The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice)"

Last I checked, there was no way the Tarrasque would fit into a 20 foot diameter hole...
AZNsupermarket

09-06-06, 03:29 PM
Thanks for the advice so far. I know for a fact that this tarquese will be able to breath water and apparently, this tarquese may not have to be wished to death in order to die. Now here's my new question: how the heck do I get my hands on an allip?
Shaggy_Shaggs

09-06-06, 03:34 PM
Thanks for the advice so far. I know for a fact that this tarquese will be able to breath water and apparently, this tarquese may not have to be wished to death. Now here's my new question: how the heck do I get my hands on an assip?
It's allip, and you find them where people tend to be driven to suicide by their own insanity (low budget insane asylums and the like). Acquiring one is as simple as finding one, and either having a cleric with twice as many levels as it has HD rebuke it, or having someone cast Command Undead on it.

EDIT: Ignore the earlier hammer suggestion: I misread the not needing wish as wish not working.
AZNsupermarket

09-06-06, 03:38 PM
It's allip, and you find them where people tend to be driven to suicide by their own insanity (low budget insane asylums and the like). Acquiring one is as simple as finding one, and either having a cleric with twice as many levels as it has HD rebuke it, or having someon cast Command Undead on it. However, this water-breathing tarrasque that won't succumb to the one possible way to kill a tarrasque? I'm gonna have to call bull**** on that one.

Shoot your DM. In the face. You know the rest.
I honestly think that he didn't do this one on purpose. It's an ocean campaign, and he wanted the tarasque to be kraken-esque (He love pirates of the carribean 2 for some reason).
Optimator

09-06-06, 03:48 PM
One of the bets ways to kill the big T is to fly. That's it. From there, you are nigh untouchable.
Shaggy_Shaggs

09-06-06, 04:08 PM
I honestly think that he didn't do this one on purpose. It's an ocean campaign, and he wanted the tarasque to be kraken-esque (He love pirates of the carribean 2 for some reason).
Yeah, and I misread the post originally, and have since edited my own post to reflect the re-read.

One of these days I've got to learn not to post around here when too sleep-deprived to read properly.
PhaedrusXY

09-06-06, 04:13 PM
Oh GOD! So it's an AQUATIC tarrasque, and you have to kill it in the water!?!?

Jesus.... that sounds really horrible... If it just refuses to fight on the surface, then you're going to have to go in after it, which effectively negates its need to "fly"... Which means it is going to munch on someone...

All of the "fly and do stuff to it" strategies are right out the window. You're going to actually have to come up with decent defensive strategies for this one... Wow, I like your DM. :D

Hmm.... let's see. The Barred Cage version of Forcecage could be used like a "Shark cage" to protect your party. Then you can just let it have it with ranged weapons and spells from inside the cage.

Use some Illusionary bait (or Summoned "snacks") to keep it around, and hide the cage with another illusion of a big rock, or something. Of course, even something with animal intelligence will probably run away if you start hurting it enough. Which means you'll have to come out of your cage to chase it...

This sounds like a fun adventure. :D


Plane Shifting it to somewhere else just to get rid of it is still a very valid and effective strategy, though. Of course, your DM will probably hate it, heh.
epifreak

09-06-06, 05:19 PM
Okay, so I missed the aquatic part. If it's got a dependency on water to live, sending it somewhere without water seems like a decent strategy. Even the biggest, most badass fish dies when teleported to the top of a mountain or something. The earth plane might be a good bet, or perhaps the elemental plane of fire. If you're really feeling goofy, send it to the negative energy plane....the only problem is when a tarrasque-shaped wraith starts plaguing the material plane afterwards. Granted, most of the hp will be gone, as it loses its con then.
Sapp

09-06-06, 05:36 PM
Granted, most of the hp will be gone, as it loses its con then.
Along with its con, its signature regeneration. Which is why Ghost Tarrasques don't work.
epifreak

09-07-06, 12:56 AM
Along with its con, its signature regeneration. Which is why Ghost Tarrasques don't work.

I dunno, if I were a necro-type and had just killed the tarrasque, I'd probably do it anyway just for the show-off points.
Master_of_the_Arcane

09-07-06, 01:46 AM
With the whole killing it inside out idea. Sure it can vomit you out. . . unless you bring in some sovereign glue! Glue your lower body to its stomache and then hack away, and there's nothing it can do about it!
LostPassWordDoesNotWork

09-07-06, 02:25 AM
Tarasque? Ha easy. Get eaten. 4d8+12 damage well kill you at some point but its not all that bad.

I once killed one (with some help) around the 15th level.

Devine Metamagic + Persistant Spell + Necromatic Empowerment combo allowed me to put of with the damage it does pretty easly.

As for HP and Regeneration you need to think ahead. Regeneration cannot heal vile damage. Thus use a Stilled Hightened Necromatic Cryst spell and try to infect it. Once you do, use a Stilled Violated Harm spell(or 3) to escape. Use some kind of spell to get away or pray your party members attack it to keep it busy... Should planting the cryst fail (aka it didnt roll a 1) flee.

If it did then you still have a option to flee. It cannot heal the vile damage you delt to it (EVER!) so now its just a matter of flanking it.

Come back (if you left) and blast with with Necromantic Burst. No spell resistance effects that spell and it's not a ray. Save or die too. On a failed save it takes 15d6 damage and half of it is vile. Plus you can stand (at level 15) 250 foot away to do this.

I chould have solo'd it simply by using astilled teleport to escape once I used up my stilled violated harms... Then just stood out of its reach casting while I ran to flew along incase it charges.

Not really as simple as droping 1lb iron balls from a bag of holding. However if for whatever reason the Tarasque comes back to life becuse you did not cast wish on it, you can deal so much vile damage to it that it can never regen consciousness anyway.

We were rp limited to not knowing we had to cast wish on it so good thing for my vile damage when we fought it again. Plus it still had a cryst too.
But I was not allowed to vile it to a point were I chould put it in my house... :weep:

It says something when your throne is a living Tarasque... :cool:
Sapp

09-07-06, 02:35 AM
It's arguable that the Tarrasque is immune to vile damage:
"The tarrasque is immune to effects that produce incurable or bleeding wounds..."
PhaedrusXY

09-07-06, 02:52 AM
It's arguable that the Tarrasque is immune to vile damage:
"The tarrasque is immune to effects that produce incurable or bleeding wounds..."I'd say that is beyond "arguable" and is "clear". ;) I'm surprized the authors had the foresight to put that in there. :D
Black Kitten

09-07-06, 03:07 AM
To defeat a Tarrasque: Bring your friends. Taking down a Tarrasque, even at high level, requires an enormous amount of damage per round. Brilliant energy weapons are important I would say, since I don't see the Tarrasque as listed being immune to this. AC 5 is a lot easier to hit than AC 35. Then just have all of you and your friends his the Tarrasque, while the Cleric keeps his buffs and healing spells at the ready for anyone who needs it. A Radiant Servant of Pelor tends to be good at that.

Just don't be so arrogant to take it on alone, as you don't have wish yet.
spectralphoenix

09-07-06, 03:26 AM
Brilliant energy is useless. The description says it bypasses the armor bonus but not natural armor. The Tarrasque only has natural armor.

A while back I was working on a build to solo the Big T with a purely melee build no spellcasting involved (besides the wish and a couple potions before the fight.) Not sure if it would work at 16th, though. I'll look into it.
runestar

09-07-06, 03:38 AM
If you find some way of getting a solar, it will do the job for you. Eventually, the tarrasque has to roll a one on its save against the solar's slaying arrows, then finish the job with the solar's wish SLA.:)

Gate would be the easiest way of accomplishing this, but unfortunately, you are not high enough lv yet...maybe find a scroll?:P
Sapp

09-07-06, 03:44 AM
If you guys are so averse to my idea of getting eaten and tearing him apart from the inside...

You could always try preparing a couple of dozen Baleful Polymorphs. That should put a stop to his signature regeneration.
One of Baleful Polymorphs more notable effects:
"The target loses all the special abilities it has in its normal form, including its class features."

Without it's godly regeneration special ability, you don't even need wish or miracle to finish him off. Everything becomes lethal to him.

You just need enough patience waiting for it to roll a critical fumble on its Fort save.
runestar

09-07-06, 03:56 AM
You could always try preparing a couple of dozen Baleful Polymorphs. That should put a stop to his signature regeneration.
One of Baleful Polymorphs more notable effects:
"The target loses all the special abilities it has in its normal form, including its class features."
That just gave me an idea. An unconscious creature automatically fails all saving throws(since it is considered willing). If you can deal enough damage to knock it unconscious, quickly follow up with a baleful polymorph(cross your fingers and hope it passes sr), and its as good as dead. No need for wish/miracle either.:)
Sapp

09-07-06, 04:02 AM
Actually, that's a touchy topic.

Some people argue that even though you are considered "willing" (for spells such as the teleport series) while unconscious, you still get to make saving throws against harmful effects. It's odd.

It's kind of like... how a stunned creature still has Reflex saves. The rules are just messed up like that.

But yes, if it fails the Fort save, then you've just saved yourself a wish/miracle scroll.
smallfishnova

09-07-06, 04:24 AM
If you want to damage the Big T by physical melee and ranged attack, just use a +4/+5 bane (magical beast) weapon, it will overcomes its DR/epic since the weapon will become +6/+7 and deal 2d6 more dmg. You can some how buff the Barbarian to do dmg over 50 dmg per hit for the Big T to save for massive dmg death rule a lot of time.

For divine casters, use a bead of karma, take spell peneration 1 time, and take that feat which can let you take 10 on caster lv check (in Complete acrane) and you will sure be overcoming that SR 32 for any spell.

That just not include any tactics. As the big T is really stupid, a fly spell and the above bow can take it easily.
Krompt

09-07-06, 04:30 AM
last time I saw DR/Epic it was in reference to DR/12 of the Hecatoncheires who has DR 60/+12
Sapp

09-07-06, 04:37 AM
last time I saw DR/Epic it was in reference to DR/12 of the Hecatoncheires who has DR 60/+12
Welcome to 3.5 ...

Epic is +6 and above now. Bane effectively raises a +4 enchancement bonus to a +6 enhancement bonus against the chosen type (Magical Beast, in this case). By definition, that is enough to penetrate Epic damage reduction.

Oh look! We have an artificer. How convenient.
Amon_WinterfallIV

09-07-06, 05:24 AM
Ok, so what kills the Tarrasque?

-Wish/Miracle (the Conventional route)
-Epic Magics (a spell more powerful than wish can can finish the job, logic demands it)
-Con 0 is death; this is not an effect, its a property of D+D.
-Ejecting it from the multiverse (hey, its gone forever, right?).
-If it somehow loses regeneration, you can beat it.

I think that's about it. One question I have is, can you design a "Kill Tarrasque spell?" I could theoretically be as low as 7th level (lacking any versaitillity, its just a one-shot spell)

Voidstone in the Negative energy plane can suck things out of existence; if you could somehow trap the Tarrasque underneath a million tons of it he is never coming back.

Reducing his Int score down to 0 should finish him--you can start CdGing him every turn until he'd done.

Lastly, Hades is a good way to get rid of him--once he fails his will save against entrapment, he's never bothering the mortal realms again! 8)
Amryll

09-07-06, 06:07 AM
two wishes? Wish it dead, then wish it to stay that way?
Fatalis_902

09-07-06, 06:16 AM
Two Words: Prismatic Spray.
More Words: Inside the tarrasque. If you can cast it in there, there is no reflection effect, so, if you can beat spell resistance, you should be able to produce all kinds of mean effects. Like sending it to the ninth level of hell, to the doorstep of the lord of the ninth level. That Tarrasque ain't coming back.
gorfnad the shiznit

09-07-06, 07:30 AM
Arm the artificer with two decanters of endless water and either dim door/teleport/plane ****/ethereal jaunt (anything like that).

The artificer is bait and is hopefully swallowed. Once swallowed he releases both decanters of endless water set to gyser mode and then bamfs out to safety. In a few rounds Big T should drown.

Otherwise a staff of Admixtured or Maximized Orb of Acid (the artificer should easily be able to make one) works wonders on the inside of Big T, eventually.
rogue_lettuce

09-07-06, 09:39 AM
Ok, so what kills the Tarrasque?

-Epic Magics (a spell more powerful than wish can can finish the job, logic demands it)
I disagree. The RAW specifically says Wish/Miracle, which are two specific spells. It does not follow that more powerful spells with different effects work as well. That logic implies that it is possible for a non-spontaneous caster to use a 5th level spell to become Invisible or cast a Fireball.
half_dragon_ninja

09-07-06, 10:37 AM
summon elemental monolith. a lot
tarrasque won't live through 5 level 20 fire elementals
Sapp

09-07-06, 02:18 PM
They are level 16. It's expensive to be casting level 9 magics such as elemental monolith, especially for something simple like killing a Tarrasque. They already need to pay for a scroll of miracle.

Besides that, Tarrasque is immune to fire. Another element would be needed. Otherwise, he'd be even easier and even more fun for Red and Gold dragons to harass.
AZNsupermarket

09-07-06, 04:11 PM
Just found out that I had a detail wrong at first, we're starting at level 17!
Sinis

09-07-06, 04:41 PM
Someone take levels of Shadow Dancer quick. Then use one of the granted Shadows (like the undead, only not!) to ability drain him until helpless. Then, drown it. Edit: Uh, didn't realise this variant was aquatic. Once he's helpless (a la the strength drain), I'm sure you can bring him down with coup de grace modified by power attack.

Or, you could send him to the negative energy plain. It's unlikely he'll get out of that hole.

-----

Alternatively, for breaching his epic damage reduction, I think that you can with a highly enchanted bane weapon (a +4 bane weapon would act as a +6 weapon against the Tarrasque).
LostPassWordDoesNotWork

09-07-06, 06:38 PM
It's arguable that the Tarrasque is immune to vile damage:
"The tarrasque is immune to effects that produce incurable or bleeding wounds..."
It is also arguable that the Tarrasque is immune to starvation and thirst then.

In the words of PhaedrusXY "I'd say that is beyond 'arguable' and is 'clear'."
***

Points of vile damage represent such a evil violation to a character's body or soul that only in a holy place, with holy magic, can the damage be repaired. How does a regeneration help heal your tainted soul?

Don't even brother posting a reply.

I say my Tarrasques need to eat, drink, sleep and breath just like any other magical beast or take damage. I also say my Tarrasques can have their soul tainted with vile damage. I really don't care what you think yours can do. Read my sig raw lovers, and stop being so arguementive.
Sapp

09-07-06, 07:54 PM
It is also arguable that the Tarrasque is immune to starvation and thirst then.

In the words of PhaedrusXY "I'd say that is beyond 'arguable' and is 'clear'."
***

How does a regeneration help heal your tainted soul?

Don't even brother posting a reply.

I say my Tarrasques need to eat, drink, sleep and breath just like any other magical beast or take damage. I also say my Tarrasques can have their soul tainted with vile damage. I really don't care what you think yours can do. Read my sig raw lovers, and stop being so arguementive.
A bit hostile, aren't we?

You can do whatever you want. Notice that I said, "It's arguable that the Tarrasque is immune to vile damage."

Don't tell me what I can or can't reply to, especially when your post can be argued against. I posted out a bit of info that many DMs might have wanted to know. Whether they decide to use that tidbit or not is up to them.

Oh yes, I forgot to ask: Do Starvation, Thirst, and Suffocation induce "incurable wounds"?
Krompt

09-07-06, 09:14 PM
here is everything the Tarrasque has as special qualities-

Carapace (30% chance to reflect spells back at the caster)

Damage Reduction 15/epic (which I learned means anything above a +5 enchantment)

Immunity to- Fire, Poison, Disease, Energy Drain, and Ability Damage (Sinis you cant drain its strength)

Regeneration 40

Scent

Spell Resistance 32, plus any abilities the DM gives it since its a mermaid verson of the Tarrasque
Melpomene

09-07-06, 09:47 PM
"So, what are the weaknesses of the Tarasque?"
"...well... it's corporeal."

Also it doesn't fly, cast spells, or shoot anything. And if you still have trouble killing it, remember that the key to beating everything is only a Pun-Pun away.
ArcTan

09-07-06, 11:26 PM
Meta-game.

Short of the DM creating a hefty adventure centered on finding the creature's weakness, or going to some divine plane and asking a diety how one kills it, your character would NEVER dream of casting a wish anyway.

Sure he would. It'd take a couple of tries downing it and realizing it can't be killed even when downed, though.
runestar

09-07-06, 11:33 PM
Immunity to- Fire, Poison, Disease, Energy Drain, and Ability Damage (Sinis you cant drain its strength)

Ability damage and ability drain are 2 entirely separate concepts. As pointed out earlier, you could command an allip to attack the tarrasque and eventually drain its wis to 0. The allip being incorporeal, cannot be hurt by the tarrasque, whose natural weapons are not magical. And touch attacks are not too difficult to make successfully, given the tarrasque's crap touch ac.:P

You could just go the traditional route - buff up and take it by its horns. Only headache is accessing the wish/miracle needed.
ArcTan

09-07-06, 11:35 PM
Ok, so what kills the Tarrasque?

-Wish/Miracle (the Conventional route)
-Epic Magics (a spell more powerful than wish can can finish the job, logic demands it)

Not unless you specifically wrote the Epic spell to have that effect, it doesn't.

It's like saying Fireball must always do more damage than a Magic Missile simply because it's a higher-level spell, which is not necessarily true. Spells only do what they say they do. Dragon Knight is an Epic spell, but the red dragon it conjures is not going to be any better against the Tarrasque than an ordinary red dragon. Living Lightning will still do less damage than a Disintegrate spell (its Epic-ness is its self-casting nature); and Greater Ruin may do enough damage to kill the Tarrasque but nothing about the damage it does overcomes the Tarrasque's regeneration -- it's explicitly the same as Disintegrate with more dice.

You would have to invent and research an Epic spell specifically designed to provide an exception to regeneration, using, I don't know, some combination of the Destroy seed and Dispel or Transform or Afflict or whatever you think suppresses a Tarrasque's regeneration. Then have your DM approve some convoluted set of prereqs and rituals necessary to make it a usable DC, then use it.

It's a long and complex process, using Epic magic, and can ultimately be made to do whatever the hell you want with it, which is why I don't really like it.

But yes, one of the things you could specifically do with Epic spell rules is
Amon_WinterfallIV

09-07-06, 11:50 PM
The Idea with the Epics mention is that an Epic spell, just by virtue of its own power, may be able to get past the Tarrasque's abilities and deal real damage to it. I think its a fair ruling: Wish is the most "powerful" 9th level spell, but surely spells above 9th (I go on with 10th and more, but RAW is the Epic Spell Lab Model) that should be able to dent the Tarrasque.

I would claim IMC that a 11th level spell (Caster Level at least 25), could deal real damage to the Tarrasque--but that's really claiming that epics deserve an exemption to the 'Tarrasque takes no normal damage' rule. I believe it is a valid claim.

I'm pretty sure that the Tarrasque is not a bulk monster; its not supposed to be a "Fight five" at once kind of enemy. Someone fighting far above the power level of the Tarrasque should be able to deal with it.

Also, if you use designer magic; a spell that targets just a single opponent is probably reducable by two levels just by that restriction alone. Casting 'Tarrasque Kill' might be possible well before Wish ever would be.
LostPassWordDoesNotWork

09-08-06, 12:29 AM
Oh yes, I forgot to ask: Do Starvation, Thirst, and Suffocation induce "incurable wounds"?Figured you whould post back. You cannot advoid a argument. nor can I if it is productive.
too bad the only thing learned from this war is that vile damage can hurt it...

A bit hostile, aren't we?
What can I say? You and whats his name to ruined the point of even posting in the first place. All becuse you did not agree with it. But I aimed you rather then some other poster who just felt like argeeing with you.

Don't tell me what I can or can't reply to, especially when your post can be argued against. I posted out a bit of info that many DMs might have wanted to know. Whether they decide to use that tidbit or not is up to them.Ooooh looky I can argue your post too. Yeah flame wars are soooooo preductive. Lets keep going.
I posted a bit of info that many DMS might have wanted to know. Whether they decide to use that tidbit or not is not up to you.
(ooh i like so burnd hem, 10okie @ |-|ow c0ol I a/\/\ now.)[/sarcasm]

Hmm, let me make sure I understand where your coming from.
The word "wound" always means lethal damage?
If so then while theres more to that word then that, but atleast we are using it the same way in these posts.

If you deal nonlethal damage with a violated spell what happens?
.
.
.
.
.
.
Answer: You still receive vile damage.

Care to explain where you think vile damage can only be delt but a cut or burn?

Go ahead derail the thread again to tell me how vile damage has to be a wound becuse it has the word damage in it, or maybe the about how the Tarasque don't have a soul to violate. Or some crummy excuse like those.

I expect it out of you at this point. I did not accept your all mighty opinion over my own choice. So you have to kick into your defend-my posts-and-flame-the-other-guy mode.

I dunno much about underwater d20 rules, but I can suggest Freedom of Movement + whatever. simply becuse if your not a water creature freedom of movement well allow you to fly in the water.

The Bane suggestion looks good though.

A (violated) (greater) Harm whould really well if not for its range of touch.
Maybe greater invisiblity or using spectal hand off a scroll whould work out though.

Best thing you chould do is cast curse, greater with a spectal hand.
I belive that spell allows you to basicly set one of their stats to 1.
Target its con to drop its hp. If your DM says you cannot lowers its stats then go with it. Instead use your curse for the 75% chance of no action.
I forgot what book curse, greater is out of, but it's worth looking into it.
Even the normal bestow curse for 50% of no action is worth trying to curse it anyway.

You know with a hard shell like the one it has plus it's size it makes me wounder if you chould sneak up and ride it. +17 listen/spot whould be the tricky part... I might allow it if the person riding it never harmed it in a way it whould care to get rid of them. It all whould depend on how hungery it is. But if you chould get on it and ride it awhile without it caring to get rid of you, you chould really stack the odds in your favore. Start casting Mark of Justice on it. Stack up as many of those you can, or intill you ran out of effects to think of. Set it up so if it attacks you the mark kicks in.

Speaking of hunger pull a OOTs thing. Send as many goblins or people you can before you go to fight it and it may simply fall asleep...

Have you looked into Psionics? Maybe theres a decent power you chould use in there. Microcosm chould be swaped out for wish. No XP cost that way, plus if you chould move it you chould use it as your throne intill it dies from starvation. Then your parties necromancer well want to animate it. ;)
epifreak

09-08-06, 12:34 AM
Okay, so lets just out-smart the tarrasque. You need 4 jars of sovereign glue. Sneak up and set 1 under each foot, so that he crushes it. The tarrasque is now completely immobilized. Now that you've accomplished that, it's time to have a little fun with Mr. Big, Dumb, and Ugly. The way I see it, there's two very good options here.

If you're good, carving Tarrasque steaks off and using them to end world hunger would be a wonderful goal. Remember, unless you deal more than 40 points of damage carving said steak off, he's just going to regrow it in a few seconds. Hell, you could carve him completely down to bone, and in the space of a few minutes, he's regenerated the tissue. So now all you need is a few +4 magical beast-bane carving knives and a small army of workers.

If you're more materially focused, you can always open a side-show. "Come see the mighty tarrasque, destroyer of worlds! A mere penny gets you in the door. You there, Jr., I bet you'd like to pet the mighty tarrasque, wouldn't you? For a nominal extra fee, one of our staff wizards will create a permanent image of you riding the tarrasque for your home. Don't forget to pick up a T-shirt!"
LostPassWordDoesNotWork

09-08-06, 01:07 AM
@ epifreak's post.
lol.
Other then the fact the glue whould only make his feet permently dusty it does sound like a cool idea.

And I said Bane was a good idea. then I went back to the post. Bane well not make a epic wepon the way he was thinking.

A weapon with a raw enchancemnt of +4 does not become epic when bane is cast on it. And think about it. Vorple weapons have a +5 value, to even enchant weapons or armor it needs atleast a +1 raw enchantment.
Do you consider vorple to be epic only? At times I do... but WOTC does not

Requirements to be considered a epic weapon.
Grants a bonus on attacks or damage greater than +5.
Grants an enhancement bonus to armor higher than +5.
Has a special ability with a market price modifier greater than +5.
Grants an armor bonus of greater than +10 (not including magic armor’s enhancement bonus).
Grants a natural armor, deflection, or resistance bonus greater than +5.
Grants an enhancement bonus to an ability score greater than +6.
Grants an enhancement bonus on a skill check greater than +30.
Mimics a spell of an effective level higher than 9th.
Has a caster level above 20th.
Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items.

While staying in the bounds of not owning a real epic weapon you whould have to hit nonepic cap. +4 or +5 raw enhancment, +4 or +5 special abilities tacked on depending on its . Then enchant it with bane. a weapon with a total value of +9 including abilities has the market price of 162,000gp + masterwork + the item its self. Its a bit more then what I whould spend on a weapon at the 16th level...
Keevo_Darkwood

09-08-06, 01:11 AM
If you're good, carving Tarrasque steaks off and using them to end world hunger would be a wonderful goal.

If you're more materially focused, you can always open a side-show. "Come see the mighty tarrasque, destroyer of worlds! A mere penny gets you in the door. You there, Jr., I bet you'd like to pet the mighty tarrasque, wouldn't you? For a nominal extra fee, one of our staff wizards will create a permanent image of you riding the tarrasque for your home. Don't forget to pick up a T-shirt!"

*puts on his carnie voice, since we're on the subject of side-shows*

"Ladies and gentlemen, we have a winnah!! Congratulations, sir; you've just won the thread. Pick any prize you like from the top shelf." :w00t:
smallfishnova

09-08-06, 03:05 AM
Just found out that I had a detail wrong at first, we're starting at level 17!

With more gold and access to 9th level spell, Big T will really easily taken down...

+4 bane (MB) weapon is just about 50,000gp. While my suggest weapon only has a +7 weapon bonus market price. If your DM allow multiple energy weapon, (shock+forst+thundering etc) at the same time, if your barbarian can afford, buy it.

For you, after access to shapechange, buy a ioun stone that +1 caster level and use bead of karma for a 22 caster level and shapechange into a solar... somehow find a way to get a bow and arrow, every arrow draw by solar is an slaying arrow...so, every hit = 5% of big T to die. It also provides DR 15 and continuous flying for you.

For cleric, that's too much he/she can do, maybe let it shallow whole and then prismatic sphere for happiness?...The big T not try to shallow whole? get a scroll of teleport, greater (teleport have a miss chance for DM to foil this..XD) and use it to enter. Big T stomach is a safe place. = . =

Easy guide to survive in Big T stomach, just buy some acid resistance armor or cast spell to all of you, you will just suffer 2d8 + 8 dmg per round only (do crushing dmg ignore DR?...i don't know very well)
spectralphoenix

09-08-06, 03:27 AM
And I said Bane was a good idea. then I went back to the post. Bane well not make a epic wepon the way he was thinking.
Check the definition of DR X/epic int the MM. It doesn't say you need an "epic" weapon (which would be pretty ambiguous, seeing as the ELH is 3.0,) it says you need a weapon with a +6 or greater enchancement bonus. Bane increases the enchancement bonus by two when used against the appropriate creature type.
ArcTan

09-08-06, 05:36 AM
The Idea with the Epics mention is that an Epic spell, just by virtue of its own power, may be able to get past the Tarrasque's abilities and deal real damage to it. I think its a fair ruling: Wish is the most "powerful" 9th level spell, but surely spells above 9th (I go on with 10th and more, but RAW is the Epic Spell Lab Model) that should be able to dent the Tarrasque.

I would claim IMC that a 11th level spell (Caster Level at least 25), could deal real damage to the Tarrasque--but that's really claiming that epics deserve an exemption to the 'Tarrasque takes no normal damage' rule. I believe it is a valid claim.

I'm pretty sure that the Tarrasque is not a bulk monster; its not supposed to be a "Fight five" at once kind of enemy. Someone fighting far above the power level of the Tarrasque should be able to deal with it.

Also, if you use designer magic; a spell that targets just a single opponent is probably reducable by two levels just by that restriction alone. Casting 'Tarrasque Kill' might be possible well before Wish ever would be.

Epic Spells don't have "levels". By RAW the rule that Epic spells automatically bypass rules like the Tarrasque's immunity to lethal damage doesn't exist -- you're making it up. It would make sense for a system that really had 10th-level, 11th-level, etc. spells, but the system currently doesn't, and Epic Spells are only as powerful as you explicitly make them when you invent them.

I would say that since "ignore the regeneration of the Tarrasque" isn't actually a defined ability, it's either a really big boost to the Spellcraft DC of Destroy or a smaller boost to the secondary seed. In any case, I wouldn't allow it to be a custom-made "Kill Tarrasque" spell, as a DM -- I would probably rule that, as with most such spells, you have to make it into a general-purpose spell with a certain minimum Spellcraft DC, something like "Amplified Power Word: Kill" or "Inevitable Ruin" or something that did guaranteed kills on all monsters. This would almost certainly be a 100+ Spellcraft DC, that could only be lowered by something ridiculous like requiring a week to prepare the spell in advance with ten or more casters in a ritual.

(This is moot, anyway. Anyone who can cast an Epic Spell can cast Wish/Miracle and is probably smart enough to think of doing so.)
ArcTan

09-08-06, 05:38 AM
Okay, so lets just out-smart the tarrasque. You need 4 jars of sovereign glue. Sneak up and set 1 under each foot, so that he crushes it. The tarrasque is now completely immobilized. Now that you've accomplished that, it's time to have a little fun with Mr. Big, Dumb, and Ugly. The way I see it, there's two very good options here.

If you're good, carving Tarrasque steaks off and using them to end world hunger would be a wonderful goal. Remember, unless you deal more than 40 points of damage carving said steak off, he's just going to regrow it in a few seconds. Hell, you could carve him completely down to bone, and in the space of a few minutes, he's regenerated the tissue. So now all you need is a few +4 magical beast-bane carving knives and a small army of workers.

If you're more materially focused, you can always open a side-show. "Come see the mighty tarrasque, destroyer of worlds! A mere penny gets you in the door. You there, Jr., I bet you'd like to pet the mighty tarrasque, wouldn't you? For a nominal extra fee, one of our staff wizards will create a permanent image of you riding the tarrasque for your home. Don't forget to pick up a T-shirt!"

I doubt Tarrasque steaks are edible.

Also, the Tarrasque, if it gets angry enough, is capable of gnawing off its own legs and chasing you (since the feet will grow back anyway). Hell, if it gets *that* angry it could rear up and forcibly yank its legs out of their sockets, one by one, and escape your glue trap that way. It probably *will* eventually do so with all the bucking and rearing once you trap it.

On a regenerating monster like the Tarrasque, you have to trap *all* of it or you can't trap any of it, since it can cut off whatever part you trap. Only way is to completely cover it in glue, which I don't think is feasible.
RahHax

09-08-06, 06:07 AM
I am about to start a campaign in a group of 4 level 16 adventurers, and we will be fighting a tarasque very soon. I need as many tips as possible for defeating this thing, and as many strategies as possible because the tarasque might be slightly altered to fit the flavor of the adventure.
our group is pretty optimized and will consist of:

a level 17 Druid (me)
a level 17 Artificer
a level 17 Barbarian
(hopefully) a level 7 Cleric/10 Radiant Servant of Pelor

Any tips and strategies?

Edit: we're starting at level 17, not 16, and the tarasque can breath water.

Frankly,
If you look up the entry; you are demeaning the game; if you go out of your way to learn the abbilities of the Tarasque you are demeaning the game, and if you know to Mirical or wish it dead without either a knowledge (Arcana) Check of 63 or it getting up from dead at least once, then you are metagaming.

That said, chances are that your DM won't play the thing properly, as it's Int is only 3.

Infact, the primary feature of the Tarasque is not so much it's abilities, but that it's nearly impossible to kill without metagaming. As 16th or 17th level characters Shouldn't have too much trouble with a CR 20. It's definantly not an easy fight, but I don't think it's worth breaking character to try and defeat it.
draco1119

09-08-06, 06:10 AM
Slightly off-topic, but:

In 2ed, you could use the hide of the Tarrasque to make a few +5 hide shields. Is this still possible?
Fatalis_902

09-08-06, 06:20 AM
I just want to make one thing perfectly clear: the Tarrasque is bipedal. A creature of that size could not use those hands for walking.
pyropetey9

09-08-06, 09:11 AM
Since it came up before and wasn't refuted: Vile damage is not incurable. It simply requires very specific conditions to be healed, much like the tarrasque requires very specific conditions to be killed, or even hurt, for that matter. Vile damage will, in fact, stick with the tarrasque.
Sinis

09-08-06, 09:37 AM
Okay, so lets just out-smart the tarrasque. You need 4 jars of sovereign glue. Sneak up and set 1 under each foot, so that he crushes it. The tarrasque is now completely immobilized. Now that you've accomplished that, it's time to have a little fun with Mr. Big, Dumb, and Ugly. The way I see it, there's two very good options here.

If you're good, carving Tarrasque steaks off and using them to end world hunger would be a wonderful goal. Remember, unless you deal more than 40 points of damage carving said steak off, he's just going to regrow it in a few seconds. Hell, you could carve him completely down to bone, and in the space of a few minutes, he's regenerated the tissue. So now all you need is a few +4 magical beast-bane carving knives and a small army of workers.

If you're more materially focused, you can always open a side-show. "Come see the mighty tarrasque, destroyer of worlds! A mere penny gets you in the door. You there, Jr., I bet you'd like to pet the mighty tarrasque, wouldn't you? For a nominal extra fee, one of our staff wizards will create a permanent image of you riding the tarrasque for your home. Don't forget to pick up a T-shirt!"

While this is possible, you run some serious risks.

1) Whatever the Tarrasque is glued to better be strong.
2) It might gnaw it's own limbs off, in the same manner a racoon escaping a snare might. Except with the Tarrasque, it'll grow back.
epifreak

09-08-06, 10:34 AM
While this is possible, you run some serious risks.

1) Whatever the Tarrasque is glued to better be strong.
2) It might gnaw it's own limbs off, in the same manner a racoon escaping a snare might. Except with the Tarrasque, it'll grow back.

Okay, so you use a 5th jar.
Step 1: Rogue sneaks up and places jar on ground.
Step 2: Wizard casts an illusion spell of a helpless commoner covered in barbeque sauce over the jar.
Step 3: laugh as the tarrasque just glued its jaws to the ground. All that's left is that nasty tail. If you hit 2-3 spots on the torso, you should have him sufficiently disabled.
Sinis

09-08-06, 10:40 AM
Okay, so you use a 5th jar.
Step 1: Rogue sneaks up and places jar on ground.
Step 2: Wizard casts an illusion spell of a helpless commoner covered in barbeque sauce over the jar.
Step 3: laugh as the tarrasque just glued its jaws to the ground. All that's left is that nasty tail. If you hit 2-3 spots on the torso, you should have him sufficiently disabled.

It might willing to simply tear it's face off whatever it's glued to.

It's important to remember that the tarrasque is very strong, and that its skin can probably come off with enough force.

Edit: I'm saying that Mr. T is willing to keep tugging until it's free. The sovereign glue wont give, we know that. Whatever keeps the skin attached to the rest of his body will though.
JacksonCash

09-08-06, 11:06 AM
A small boy and a sling perhaps?
Meshakhad

09-08-06, 09:20 PM
Spell penetration + plane shift. If you just want to kill it, send it to the Negative Energy Plane. If you want to get the love of the forces of good, send it to an evil plane.
tiercel

09-08-06, 09:49 PM
Well... figuring out it has Spell Resistance shouldn't be very hard. Once you figure that out, cheese assay resistance (Complete Arcane IIRC, also Spell Compendium) into your list and render its SR pretty much meaningless.

Now spam dominate monster as much as possible. Big Dumb Monsters generally don't have great Will saves, and at the very worst you're looking at failure on a natural 1. If you aren't on a deadline, just pop in, assay resistance, dominate dominate dominate, pop out. Lather rinse repeat until you have a dominated tarrasque.

Possible pitfalls: DM may modify tarrasque to be immune to mind-affecting spells (to avoid "easy win" scenarios like this), DM may be liberal with the use of the "any subject forced to take actions against its nature receives a new saving throw with a +2 bonus" clause, range of the spell is probably Closer Than You Would Like To Be (consider using project image as a "weapons platform").

I must admit that the idea of an aquatic tarrasque is one of the more clever ways I have heard to make it a relevant threat -- the standard tarrasque has the horrible glaring weakness that if you can fly, you win; at that point, beating the tarrasque is generally less of a challenge than a puzzle.

If the thing is aquatic I'd fully expect it to have Scent and/or Blindsense/Blindsight, both because those fit and also to prevent the beast from being helpless in the face of even normal invisibility. Doing an exploratory run with some summoned cannon fodder should give you an idea of its sensory capabilities. (Figuring out the range it can detect things at will probably be pretty important.)

If your DM is nasty he may decide that the tarrasque likes to "chew its food before it swallows" -- heck, if the thing has been around a while, even with its low Int it may know that swallowing something that is still thrashing around can hurt a lot. Trying to get swallowed might not be the most obvious ploy if the DM is a step ahead of you there. (Besides, he might just put something nasty in its stomach and you might find yourself having to solo a high-CR stomach parasite while the tarrasque is trying to digest you.)

On your exploratory run, you will probably want to bring a range of spell attacks and try to test what immunties (and vulnerabilities, if any) this tarrasque has. If its regeneration isn't universal, you want to find that out... and you'll definitely want to try research and/or divinations to find out what it will take to kill it and keep it dead.

Really -- assuming significant DM tweaking -- your first priority here is to find out more about the monster before you can significantly plan to fight it. Metagaming off the Monster Manual entry is not only cheesy but also may just be flat-out incorrect with this version. Take an exploratory run or two and gauge its abilities; hit-and-run affairs to gauge its AC, speed, senses, magical immunties/vulnerabilities, special abilities, etc.
JulesLetters

09-08-06, 10:35 PM
1)Choose one character to be bait.
2)Aquire a ring of water breathing for said bait.
3)Find a way for one of the other character to cast gate.
4)Get the Tarrasque to chase the bait.
5)Caster opens a gate to the elemental plain of water directly in front of bait, who will proceed to charge through headlong.
6)Pray to whatever god you worship that the Tarrasque follows.

Regeneration does not prevent damage from hunger, thirst, or suffocation, so if you can figure out a way to starve it, that would work too.

The Tarrasque can't die from hunger, thirst, or suffocation. Its entry is pretty damn specific on this. Unless "can only be killed by ..." means it can be killed via other methods as well.

No problem. You still did lethal damage to the tarrasque, since this wasn't an 'attack form' and regeneration doesn't apply.
That's pretty impressive.
Another way is to use Hostile Empathic Transfer.
The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.


Interestingly enough, the Tarrasque isn't immune to ability drain either:
immunity to fire, poison, disease, energy drain, and ability damage

It's just immune to 'incurable or bleeding wounds'. So:
First drain Int to 0. When it's stupified, knock down all the other scores. 0 Con means automatic death, and it won't be coming back because 0 Con means no regeneration. Now strip off all that magic-reflecting flesh, make yourself the most awesome Hide or Full Plate the world has ever seen, and make your opponents tremble as you hold the Tarrasque's spleen up in the air and recite the last words of Karsus' Avatar. :D

Oh yeah, don't forget to push what you don't use onto the Elemental Plane of Water.
Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.
Let's look at that again.
Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.

If the Tarrasque by some miracle comes to, it still will have its life choked off by the lack of underwater breathing, and it can't get back those hit points. Buh bye. :D

Edit: On second notice...
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.

Looks like being underwater doesn't hurt it after all... :confused:

Doesn't mean you can't knock all its scores to 0 though! :D
Krompt

09-09-06, 01:20 AM
What would be very evil a DM..a Flying Mr T. that can grow or retract wings, then it would get 2 Wing Attacks, and Fly Speed 20 Horrible but once per minute could move at 150 horrible flight speed (well..is there anything lower then poor?)...OOH!!! OR a Mr T Half Illithid! could you picture the Tarrasque with Psychic powers and the power to suck your brains out?

And in the event anyone tries to question my logic and shoot it down, it would be possible to meld a Illithid and a Tarrasque together with magic, if anyone ever reads Bastards and Bloodlines(I dont care if its 3.5 or not) they have stuff like the Blinklings (Blinkdogs/Halflings) and other races that are impossible to combine naturally but they can be combined with magic!
Raymond_Luxury_Yacht

09-09-06, 04:00 PM
No problem. You still did lethal damage to the tarrasque, since this wasn't an 'attack form' and regeneration doesn't apply.
That's pretty impressive.
It has nothing to do with regeneration. It has to do with the fact that the Tarrasque's entry explicitly states that only one thing can kill it. Drowning is not that one thing. Ergo, it cannot kill it, and no amount of weaseling will make that true.
spectralphoenix

09-09-06, 04:03 PM
What would be very evil a DM..a Flying Mr T. that can grow or retract wings, then it would get 2 Wing Attacks, and Fly Speed 20 Horrible but once per minute could move at 150 horrible flight speed (well..is there anything lower then poor?)...OOH!!! OR a Mr T Half Illithid! could you picture the Tarrasque with Psychic powers and the power to suck your brains out?
Brain extraction with a +81 grapple check. Ouch!
Sapp

09-09-06, 04:10 PM
It has nothing to do with regeneration. It has to do with the fact that the Tarrasque's entry explicitly states that only one thing can kill it. Drowning is not that one thing. Ergo, it cannot kill it, and no amount of weaseling will make that true.
That is correct. The Tarrasque's regeneration is a special special ability. Nothing can kill the Tarrasque while that regeneration is in effect except wish or miracle and the special regeneration is fairly explicit about this... unless we suddenly get an even more specific ability that bypasses this, "Tarrasques targetted by this ability die, regardless of their Regeneration or any other abilities that would prevent this effect from working."

I think baleful polymorph could still work though, since Tarrasque does not have a specific ruling that prevents him from losing special abilities, particularly that special regeneration.
Tempest Stormwind

09-09-06, 04:21 PM
Send it to the Positive Energy Plane and you win. Keep out of its reach with flight and it can't harm you.

Seriously, if you have an Artificer and know a bit about magic item cheese, the Tarrasque is a cakewalk. Go to the CO Boards and look through the stickies, there should be several links to threads detailing his easy demise in there.I seriously can't believe no one reacted to this one. It's the cleanest and the easiest to pull off, and there's no way for the big T to keep lasting unless your DM's vindictive enough to say that "um, he's immune to that, yeah."

At which point you deserve another DM, but I'll leave that alone for now.

Seriously. Flight makes the big T a joke. Planeshifting techniques aren't hard to figure out and make it a simple "pop him in, wait a minute or two, then toss a Wish his way."


Since no one reacted to it, let me provide the circumstances that allow this to happen.

1) Big T can't planeshift.
2) Major positive-dominant planes, like the Positive Energy Plane, have the following trait: "Major positive-dominant planes go even further. A creature on a major positive-dominant plane must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing 5 as an extraordinary ability. In addition, those at full hit points gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the creature leaves the major positive-dominant plane. However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it."
3) Big T's regeneration probably will stop him from exploding to this, but even if it does, it still deals him 868 nonlethal damage every time he fails that saving throw. His own regeneration and the fast healing from the plane simply can't keep up with that much damage coming his way (check this mathematically, even if this tarrasque is bumped to never fail a fort save except on a nat 1, the nonlethal damage will catch him).

Conclusion: After a while, his nonlethal damage is well above his max HP and Wish keeps him dead. Or, possibly, he's exploded.



Death by Awesome.
Best. Epitaph. Evar.




All of these will still work underwater, too. Provided you have a clear shot at him. Which means you'll need bait. This should be easy, especially if your DM enjoys Jaws.
raidzuo

09-10-06, 05:43 AM
If artificer is like Wizard then you can do this:

Cast limited wish to lower it's Spell resistance, then cast lightning bolt with the feats listed below.

FEATS: Arcane Thesis, Delay Spell, Sculpt Spell (column), Enervate Spell, Repeat Spell, Empower Spell, Spell Penetration, Greater Spell Penetration, Enlarge spell (for a half mile range).

Your base DC should be 20 or so (without any items of course) Cast this 4 times; delay spell is the key.

On the 1st round of combat before anyone attacks (or the fifth round after you started casting delay spells), the tarrasque will be hit by 8 maximized, enervating, empowered lightning columns; dealing: 2,880 damage -- not too mention whatever your party decides to do during the first round.

I'm pretty sure it will be dead at this point (even if it makes over half it's saves, which it would if you didn't cast limited wish or didn't have any magic items).
storm1402

09-10-06, 11:11 AM
The Turrasque has to have the wish cast on it after its been killed to prevent it from regenerating as a whole and it must be a wish spell not limitied or miracle.
SokenzanMarauder

09-10-06, 12:35 PM
Nevermind. There are more than one page... :p

-Gene
MerlintheTuna

09-10-06, 02:51 PM
Tempest:

A prepared DM might get rid of some of those Toughnesses, though, and throw on Endurance and Steadfast Determination, so that he doesn't fail Fort saves even on a one. Really, the fact that no one in his right mind should have Toughness becomes something of a saving grace for the Big T, since it's basically 6 free feats to allocate as the DM wishes. Hell, one (or all) of them could even become Improved Toughness.
ArcTan

09-10-06, 03:08 PM
If artificer is like Wizard then you can do this:

Cast limited wish to lower it's Spell resistance, then cast lightning bolt with the feats listed below.

FEATS: Arcane Thesis, Delay Spell, Sculpt Spell (column), Enervate Spell, Repeat Spell, Empower Spell, Spell Penetration, Greater Spell Penetration, Enlarge spell (for a half mile range).

Your base DC should be 20 or so (without any items of course) Cast this 4 times; delay spell is the key.

On the 1st round of combat before anyone attacks (or the fifth round after you started casting delay spells), the tarrasque will be hit by 8 maximized, enervating, empowered lightning columns; dealing: 2,880 damage -- not too mention whatever your party decides to do during the first round.

I'm pretty sure it will be dead at this point (even if it makes over half it's saves, which it would if you didn't cast limited wish or didn't have any magic items).

Even a Wizard would have a hard time twinking himself out with all that cheese. An Artificer, who doesn't get Wizard bonus feats and who has to cast spells from scrolls (making a much higher UMD check for every metamagic he applies to the scroll on the fly, and having to pay tons more gold for every metamagic he programs into the scroll) is going to find doing this insanely difficult.

Also, of course, you still can't get around the Wish/Miracle requirement this way. The Artificer can, however, get access to Wish earlier than the Wizard can thanks to his inflated caster level when scribing scrolls.
Shaggy_Shaggs

09-10-06, 04:14 PM
The Turrasque has to have the wish cast on it after its been killed to prevent it from regenerating as a whole and it must be a wish spell not limitied or miracle.
Not quite.
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.
Tempest Stormwind

09-10-06, 07:38 PM
Tempest:

A prepared DM might get rid of some of those Toughnesses, though, and throw on Endurance and Steadfast Determination, so that he doesn't fail Fort saves even on a one. Really, the fact that no one in his right mind should have Toughness becomes something of a saving grace for the Big T, since it's basically 6 free feats to allocate as the DM wishes. Hell, one (or all) of them could even become Improved Toughness.
Oh, I agree. However, six feats isn't enough to get past the big weaknesses -- "can't fly" for instance (the closest you can get is a combination of incarnum feats to let him walk on air for a short distance). In fact, there's an entire thread based around optimizing the tarrasque (http://boards1.wizards.com/showthread.php?t=616148) itself.

I should note, though, that Improved Toughness can't be taken more than once.
Alcari Ambaron

09-13-06, 05:56 PM
ok, don't know if it's been said before. but here goes.

I've only had to deal with a rampaging terrasque once. The point isn't so much in killing it, as "dealing with" it. This method can be used by any character who had at least 5000 gp. No level requirement.

Step 1 - Find carpenter
Step 2 - Find Terrasque
Step 2.5 - Tell everyone where the terrasque will be (some other party might kill it)
Step 3 - Tell carpenter to build large fence in open area
Step 4 - Buy 201 600 chickens for 4 032gp
Step 5 - Put chickens in fenced are
Step 6 - Lure terrasque to area.
Step 7 - Stand well back and stay there untill
a- terrasque leaves
b- terrasque goes back to sleep
c- terrasque is slain by someone else

Now, even is you're unlucky enough to have the full two weeks of rampaging terrasque, the terrasque can still be kept busy for 2 weeks (or 201600rounds) by eating one chicken per round. even if it eats more, a chicken weighs, what, 8-10 pounds? times 201600, that's enough to fill any terrasque.

Also, you can go on your adventure in the time it takes for the beast to eat.
kab

09-13-06, 10:53 PM
if only someone was a psion (telepath)...

Unless the DM makes the tarrasque immune to mind-affecting effects...

Mind Switch, True
Telepathy [Mind-Affecting]
Level: Telepath 9
Manifesting Time: 1 minute
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 17, XP

As mind switch, except as noted here. You permanently exchange bodies with the subject. Since this power’s duration is instantaneous, you cannot be forced to return to your natural body by means of dispel psionics, an antimagic field, or a similar effect. If the subject’s body dies while you are in it, you are dead. The subject immediately loses one level, but otherwise survives the experience in your natural body. If your natural body dies while the subject is in it, you immediately lose one level, but you likewise survive the experience in your new body.

Your “natural” body is always considered to be the last one you switched out of. If you exchange bodies with a chain of multiple subjects, you need worry only about the welfare of the last body you switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body you switched with, not to your original body. Similarly, if your original body dies but you have since switched minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediately prior to your current body is killed.
XP Cost

10,000 XP.

you no longer need to defeat the tarrasque, you ARE the tarrasque. Of course, just hope it fails it's will save and that you can breach it's SR...
CryoSilver

09-14-06, 12:42 AM
Summon 2 creatures that can teleport. Hand one a Bag of Holding. Hand the other a Portable Hole. Send them both adjacent to Big T and have one stuff the Hole in the Bag. Big T goes to the Astral, and his regeneration stops working. Astral Project and nuke him to death.
Tempest Stormwind

09-14-06, 12:31 PM
if only someone was a psion (telepath)...

Unless the DM makes the tarrasque immune to mind-affecting effects...



you no longer need to defeat the tarrasque, you ARE the tarrasque. Of course, just hope it fails it's will save and that you can breach it's SR...
Note -- "as mind switch". Mind Switch contains the line "You can target any creature whose Hit Dice are equal to or less than your manifester level."

Good luck getting ML 48, sparky. You're a psion, not a cleric.



CryoSilver: Regeneration isn't negated by the astral plane -- natural healing is. Fast Healing works as natural healing, but regeneration does not -- and even if the DM rules that it WILL stop it, all that'll change is the tarrasque won't recover nonlethal damage; he'll still convert everything into nonlethal damage. That trick won't work. All it'll do is banish him to the astral plane, where he'll be trapped until he finds a color pool leading somewhere else that's big enough for him (since "can't planeshift" is a big weakness of his).
epifreak

09-14-06, 02:15 PM
On the psion note, though, microcosm would be pretty nice.
Tempest Stormwind

09-14-06, 02:26 PM
On the psion note, though, microcosm would be pretty nice.
It's Power Word: Kill without the Death descriptor but with Mind-Affecting.

Meaning, the tarrasque has to have 100 or fewer hit points to be affected.

Meaning, something needs to deal actual real damage to it, reducing its hit points.

Sorry, but its regeneration stops that.
CryoSilver

09-14-06, 02:29 PM
CryoSilver: Regeneration isn't negated by the astral plane -- natural healing is. Fast Healing works as natural healing, but regeneration does not -- and even if the DM rules that it WILL stop it, all that'll change is the tarrasque won't recover nonlethal damage; he'll still convert everything into nonlethal damage. That trick won't work. All it'll do is banish him to the astral plane, where he'll be trapped until he finds a color pool leading somewhere else that's big enough for him (since "can't planeshift" is a big weakness of his).

At which point you've "defeated" him; he's no longer a threat to you.

Or do you also withhold XP for demons that have been Dismissed or Banished?
kab

09-14-06, 03:35 PM
Note -- "as mind switch". Mind Switch contains the line "You can target any creature whose Hit Dice are equal to or less than your manifester level."

Good luck getting ML 48, sparky. You're a psion, not a cleric.

i always miss the little details >.>
KirkBb

09-14-06, 03:49 PM
Meta-game.

Short of the DM creating a hefty adventure centered on finding the creature's weakness, or going to some divine plane and asking a diety how one kills it, your character would NEVER dream of casting a wish anyway.
Quoted for truth.
I brought this up in a similar thread, needless to say, if you killed the tarrasque via metagaming, I would award no exp.
Radiun

09-14-06, 04:44 PM
If you sent the Tarasque to Neth, the Plane the Lives... Neth wins, The Tarrasque wins (and therefore is on a dead plane), or an eternal conflict ensues?
Sinis

09-14-06, 04:46 PM
Quoted for truth.
I brought this up in a similar thread, needless to say, if you killed the tarrasque via metagaming, I would award no exp.

If your players knew they were fighting something known as the "Tarrasque", and the did in-game research or divination, would it still be metagaming?
ArcTan

09-14-06, 05:00 PM
If you sent the Tarasque to Neth, the Plane the Lives... Neth wins, The Tarrasque wins (and therefore is on a dead plane), or an eternal conflict ensues?

Neth is big enough that even if the Tarrasque keeps ripping it apart, Neth will eventually succeed in encapsulating it before it runs out of flesh. Once it does so, the Tarrasque is helpless and can be imprisoned there indefinitely. Absorptive fluid won't work on the Tarrasque, but preservative fluid should -- as soon as the Tarrasque rolls a natural 1, it gets put under Temporal Stasis, and probably stays that way forever (once Neth figures out that the Tarrasque can't be absorbed).

If Neth tires of this at any point, Neth can also flush the Tarrasque to its "mouth", a portal to the Astral Plane, and dump it right back where it came from, then closing its mouth to keep the Tarrasque from coming back in.

So no, killing Neth is almost impossible. Neth can always flush you out if you become too troublesome -- in order to kill Neth you need to be a lot smarter and more mobile (with some kind of independent planeshifting ability) than the Tarrasque.
epifreak

09-14-06, 09:30 PM
It's Power Word: Kill without the Death descriptor but with Mind-Affecting.

Meaning, the tarrasque has to have 100 or fewer hit points to be affected.

Meaning, something needs to deal actual real damage to it, reducing its hit points.

Sorry, but its regeneration stops that.

You've got me there; I didn't bother rereading the power. I just remembered the will save or go catatonic.
Amon_WinterfallIV

09-15-06, 03:22 AM
Epic Spells don't have "levels".
Fair Enough; this isn't RAW. I stuck in a little "IMC" (In My Campaign), because I think its kind of bad that an epic opponent can somehow get the Tarrasque's physical form with its own mental abilities. So, yes, this is an invented weakness. It shouldn't break the Tarraque if 25+ level characters can quickly down it; they should be able to do that anyway.

I would say that since "ignore the regeneration of the Tarrasque" isn't actually a defined ability, it's either a really big boost to the Spellcraft DC of Destroy or a smaller boost to the secondary seed. In any case, I wouldn't allow it to be a custom-made "Kill Tarrasque" spell, as a DM -- I would probably rule that, as with most such spells, you have to make it into a general-purpose spell with a certain minimum Spellcraft DC, something like "Amplified Power Word: Kill" or "Inevitable Ruin" or something that did guaranteed kills on all monsters. This would almost certainly be a 100+ Spellcraft DC, that could only be lowered by something ridiculous like requiring a week to prepare the spell in advance with ten or more casters in a ritual.

Bear with my reasoning though; casting an epic spell has more power than WISH--the potential to deal lethal damage to big T is a part of WISH, therefore epics should be able to get that ability as well. Creating a spell with overrides immortality is a powerful option, and yes, extremely difficult.

IMHO, the Tarraque is supposed to be a superior opponent; its supposed to be fought below Epic levels. Being 24th level and facing something that requires XP to kill--and will not provide as much XP as it required--is not balanced and is not cool.

(This is moot, anyway. Anyone who can cast an Epic Spell can cast Wish/Miracle and is probably smart enough to think of doing so.)

Except for that XP part. You don't recoup the XP, you actually permanently lose resources for casting that spell. You've got me cold with RAW--I don't deny that. But don't you think that some kind of Epic Exemption would be a good idea?
cog_and_taz

09-15-06, 07:36 AM
If cash permits, buy up/scribe two scrolls of wish, cast one to kill mr.T, and another to keep it dead. Job done!
Amon_WinterfallIV

09-15-06, 05:33 PM
If cash permits, buy up/scribe two scrolls of wish, cast one to kill mr.T, and another to keep it dead. Job done!

Does the Tarrasque actually provide 50k in treasure? And does Its SR apply to wish as well? In fact, what's wrong with just finding a different CR 20?
Sapp

09-15-06, 06:00 PM
Does the Tarrasque actually provide 50k in treasure? And does Its SR apply to wish as well? In fact, what's wrong with just finding a different CR 20?
Nothing prevents the PCs from just teleporting away and ignoring it, in fact... except for perhaps a railroading DM.

The tarrasque doesn't do anything and isn't worth the time devoted to killing it. Smart parties (especially ones over level 10) would know this. Simple divinations let you know he's stupid and doesn't have any treasure (not even stuck in his nether regions).

He was meant to be some cool destroyer of countries. Unstoppable.

What he really is is a threat to small-time villagers who're too stubborn to move.

Unless you're playing in a party full of Stupid Good aligned PCs, it's literally cheaper just to tell those villagers to move and help them rebuild after the Tarrasque leaves? Honestly, consider the resources you spend on a wish compared to the amount you'd spend helping some villagers rebuild.

Villagers: "Oh but our dirt-pit poor mud-huts have sentimental value!"
Stupid Good PCs: "Fear not, dirt-poor villager! We have 30,000 gold to blow on a wish to permanently vanquish this foul being after felling it!"

Could the Tarrasque ever becomes a threat to an entire continent? An entire world?

You name me one campaign setting in which the Tarrasque could seriously pose a threat to the entire world.

Forgotten Realms? Haha. No. Elminster's second cousin's great grand-daughter could take care of it.

Planescape? Hahaha. No. Just... no.

Eberron? No. Not even in Khorvaire, arguably the actively weakest continent (not including the Overlords imprisoned).

Ravenloft? Ok. Maybe. But it depends on which dark domain it invades. Too many allips would actually put the Tarrasque to sleep forever. It's sad.

Dark Sun? No. They have Sorcerer-Kings that not even the Silencer can challenge.

Greyhawk? No. Though it depends a lot on whether the many neutral aligned NPCs decide to stop it or not. Perhaps the Tarrasque is a great equalizer. Also, some of them just wont care (unless the Tarrasque killed one too many cats...).

What, besides the most low-magic, homebrew setting, would honestly be threatened by the Tarrasque? The tarrasque is useful only as a pet for a REAL challenge: A high-level caster/manifester. (Or for railroading DMs who force you to rescue every small village).
Krompt

09-15-06, 08:46 PM
I'll name you one campaign setting in which the Tarrasque could seriously pose a threat to the entire world. A half Illithid Tarrasque, Psionics and a Brain sucker with a +81 to grapple *shakes fist angerly at Mr. Zoid T McBerg*
cog_and_taz

09-16-06, 12:54 AM
Actually, I had an interesting idea in my head for how to use a tarrasque, you kill it to save some village or whatever, only to see after its death that it's a living construct living just to justify death effects and all working on it, but construct? Turns out some wacko gnome or something made it, and is making more of it, and worse stuff too... Yeah, very vague at this stage, but just a thought.

Also, something someone else said in a tarrasque thread,(might have even been this one) have 2 level 9 wizard spells. Get swallowed, cast prismatic sphere and go get a pizza while the tarrasque gets atomized( the carapace is on the outside, see?). Cast wish for good measure and laugh.

I don't remember the party setup, if you don't have a wizard, I'm sorry...:(
cog_and_taz

09-16-06, 10:51 AM
Another unsporting method, this time it's mine: hold mosnter, spam it until it connects. Then coup de grace and wish/miracle.
storm1402

09-16-06, 12:20 PM
Well I dont have the stats of the Turasque infront of me but doesnt that spell bounce off? if not I am sure it would save vs hold monster.
cog_and_taz

09-16-06, 09:04 PM
doh! I forgot it always ignores it nd has a 30% chance to reflect it, not ignore it, sorry bout that. Guess you can get swallowed, hold monster and coup de grace;) .
balor64

12-18-06, 08:09 PM
On the psion note, though, microcosm would be pretty nice.It's Power Word: Kill without the Death descriptor but with Mind-Affecting.

Meaning, the tarrasque has to have 100 or fewer hit points to be affected.

Meaning, something needs to deal actual real damage to it, reducing its hit points.

Sorry, but its regeneration stops that.
Well, since you'd have to be using psionics anyway (which I realize they're not):
Empathic Transfer, Hostile

The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.
It specifically says that regeneration does not change the damage. It still won't die from this, but it's not regenerating the damage.
Tempest Stormwind

12-18-06, 08:25 PM
Well, since you'd have to be using psionics anyway (which I realize they're not):

It specifically says that regeneration does not change the damage. It still won't die from this, but it's not regenerating the damage.

1) Subject to SR and he gets a will save.
2) TOUCH range power = AoO on the approach. If augmented, it's only a 20' range, which is conveniently also the tarrasque's reach.
3) He'd have to have suffered 758 points of damage before he can transfer that, and psionic manifesters aren't known for having piles of actual hit points. He'd also need to manifest it at least nine times due to the cap of 90 per manifestation. Note that manifesting also typically costs AoOs.
4) 2+3=Minimal chance of survival.

I wouldn't see this as practical, especially if the DM did something productive with its poorly optimized feats.

Just as with the Microcosm argument you were rebutting, it's terribly impractical but would seem practical if you didn't know the first thing about psionics. Try reading what you cite before citing it.
runestar

12-18-06, 10:02 PM
Who even casts wish on a tarrasque these days when gating in a solar for its wish SLA is so much more efficient?:confused:
balor64

12-19-06, 03:39 PM
1) Subject to SR and he gets a will save.
2) TOUCH range power = AoO on the approach. If augmented, it's only a 20' range, which is conveniently also the tarrasque's reach.
3) He'd have to have suffered 758 points of damage before he can transfer that, and psionic manifesters aren't known for having piles of actual hit points. He'd also need to manifest it at least nine times due to the cap of 90 per manifestation. Note that manifesting also typically costs AoOs.
4) 2+3=Minimal chance of survival.

I wouldn't see this as practical, especially if the DM did something productive with its poorly optimized feats.

Just as with the Microcosm argument you were rebutting, it's terribly impractical but would seem practical if you didn't know the first thing about psionics. Try reading what you cite before citing it.1) SR 32 is beaten most of the time (especially with greater power penetration), and Will +20 is relatively low. Hostile Empathic Transfer lacks a scaling DC though, so it will probably only deal half about half the time.
2) Burrowing Power+Psionic Telekinetic Sphere+augmented Hostile Empathic Transfer=You are immune to its attacks and you need a DC 31 psicraft check to attck (not very hard).
3) He doesn't have to take all that damage beforehand, in fact, it would be attacking him, giving him all the damage he needs. If he is immune to its attacks, he can just stab himself with something between manifestings (or get his psicrystal to). As for AoO's, thats an easy fix, just manifest defensively (DC 18) or use the trick I mentioned in #2.
4) Even without the trick in #2, it would be a lot harder to kill you, as you are healing 45+ per round, and psionics has a lot of buffs.

I admit though, that you would be better off spamming death effects, This is just a slightly more permanent way to defeat it (You kill it, and use wish/miracle to keep it dead, 600 years later, someone uses wish/miracle to negate yours, waking it back up. If you used actual lethal damage, it will take additional healing to raise it).
Eridrau

12-20-06, 01:12 AM
So, we're seeking the recipe to annihilating an aquatic Tarrasque. Well, in that case, may the following suit you well.
Ingredients:
17th level Chef (caster)
1 Hungry Tarrasque (Of any varying variety)
1 Block of Assay Spell resistance Cheese
1 Small black Box.
5 'spell book' style books.
500+ Usages of "Explosive Runes"
1 Single use, command activated Dispel Magic item.
1 Single Use, Command activated Dimension Door.
1 Willing Sacrifice.
1 Use Wish/Miracle, Method optional (Scroll, spell, etc. )

First, prepare the Explosive Runes ahead of time, and coat 'spellbooks' liberally.
Add to Acid-proof box and close. Enhance box with single use, command word activated Dispel Magic and dimension door, at lowest caster level possible. Set to trigger on 'any common curse word'
Mince and sprinkle Assay Resistance Cheese on Tarresque.
Have Willing sacrifice take book-laden black box and close with Tarresque. When Tarrasque attempts to eat Willing sacrifice, they utter command word. Dispel check fails 2/5ths of the time, causing 200 Explosive runes to trigger as sacrifice (hopefully) escapes several hundred yards away.
"Wish" Tarrasque into permanent un-being.
Serves: All humanity.
KurenaiYami

12-20-06, 02:22 AM
I am about to start a campaign in a group of 4 level 16 adventurers, and we will be fighting a tarasque very soon. I need as many tips as possible for defeating this thing, and as many strategies as possible because the tarasque might be slightly altered to fit the flavor of the adventure.
our group is pretty optimized and will consist of:

a level 17 Druid (me)
a level 17 Artificer
a level 17 Barbarian
(hopefully) a level 7 Cleric/10 Radiant Servant of Pelor

Any tips and strategies?

Edit: we're starting at level 17, not 16, and the tarasque can breath water.

Run. Or, hire help. If you can find people to help you, ones near your own level, or if you can get cohorts, then all the better.

I'd suggest getting enough people on the tarrasque that it is completely surrounded, though I'm not sure how many people this would take. Over 16, for sure.
GalaGalaxia

12-20-06, 02:49 AM
Tip and strategy? There is only one of the beast, and I know for a fact that it has already been killed. Don't even worry about the thing. Whatever you will be up against is bound to be an illusion of some sort.

DM: "muahahaha! A Tarrasque surprises you!"
PC: "I disbelieve it ..."
DM: "You what?"
Magetastic

12-20-06, 08:14 AM
This is so dam easy
Mirror of Opposition

This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price 92,000 gp;Weight 45 lb. An artificer should be able to make one of these, get the tarresque to look at it when the clone comes into being cast a buff spells on it until you succeed. Alot easier than trying to kill one yourself. EDIT: oh yes forgot to mention no need for wish just say the clone tarresque stays until the original is dead.