Optimized Party For A Goal

Post/Author/DateTimePost
#1

HeirRaktus

Nov 03, 2014 7:23:44

What is the composition of the smallest optimized party that could take down a Tarrasque? 

#2

Yunru

Nov 03, 2014 7:30:08
At a guess, and consider that I'm afb before taking my word for it, a Warlock(s) using Hurl Through Hell to keep it out of play and taking damage.
#3

GladiusLegis

Nov 03, 2014 8:58:09

Wizard(s) of at least 5th level all with Acid Splash, flying 60 feet above the Tarrasque. Game, set and match.

 

*runs*

#4

Yunru

Nov 03, 2014 9:01:49
No no no, that's still weak to thrown weapons, even if improvised. A Sorcerer/Book Warlock Extended casting Leomund's Tiny Hut as a ritual over and over, containing a ranger with an Endless Quiver and a Magic Weapon. Game, set, wait the Tarrasque just walked off. Something about not getting paid enough and needing a union.
#5

mellored

Nov 03, 2014 9:57:45

2x Lore Bard 11/fighter 2, (20 cha, 14 dex) with, bless, contagion, otto's irristable dance, and cloud of daggers.

 

Bard B casts bless.

Use cutting words to make sure he doesn't go first.  (0-1d10 vs 4+1d4) = 96.96% chance to go first,

 

Bard A

Cast otto's irristable dance.

Action surge + contagion (slimy doom).  1d20(advantage)+10+1d10(insperation)+1d4(bless) vs 25 AC = 88.63% chance.

 

Bard B casts Cloud of Daggers as his level 6 slot = 30 damage per turn.

 

30 * 3 turns = 90 (2 legendary saves).

They also mock the terrasque (3d4 * .81 = 6.075) * 6 = 36.45 (126.45)

 

Bard A casts contagion again.

30 * 4 turns = 120 (246.45) (3rd legendary save).

More mockery = 6.075 * 7 = 42.525 (288.975)

 

Bard B cast contagion.

30 * 5 turns = 150 (438.975)

More mockery = 6.075 * 9 = 54.675 (493.65)

 

Bard B cast contagion again.

30*5 turns = 150 (643.65)

More mockery = 6.075 * 9 = 54.675 (698.325)

 

 

Mocked to death while dancing on pins.

#6

mellored

Nov 03, 2014 10:22:14

Blah... 1 minute time limit on dance and cloud of daggers...

 

Still, you got 6*2 fireballs... dealing an extra 199.26 damage. 

And you can switch to web to keep him imobilized (just cast fireball and daggers in the air).  You still have advantage for an extra turn once he saves from contagion.

 

 

#7

Timborama

Nov 03, 2014 12:12:55

Someone with True Polymorph, sleep/Charm, and you with magic Jar.

 

Get your buddy to Polymorph the Tarrasque into a goblin (using other spells first to bypass its Legendary Resistance if needed) and concentrate.

Use Sleep or Charm on the Goblin

Use the body-swap technique in Magic Jar to enter the goblin's body (leaving the Tarrasque's soul in the jar)

Have your buddy stop concentrating

You are now a tarrasque (who still retains his mental scores and spellcasting abilities!)

 

What do I win?

 

 

(yes yes, I know you have to survive 2 rounds or so while you use Contagion or Disintegrates or whatever on him to get his Legendary Resistance down...)

#8

mellored

Nov 03, 2014 12:39:23

Hmm...

 

DC 12 wisdom save + advantage = 36% chance *8  = 2.88 failures.

 

 

Bard 14

 

Round 1

Summon 8 pixies.

Have them all cast polymorph sheep.  (burn though his legendary resistances).

 

Round 2

Summon 8 pixies

Have them all cast polymorph sheep.

Have them cast sleep, or cast it yourself.

 

Round 3

Cast disintigrate.  Auto-fail.  It is reduced to 0 hit points and is turned to dust.

 

Maybe... i'll have to get someone to double check the wording.

(Reply to #8)

Timborama

mellored wrote:
#10

mellored

Nov 03, 2014 13:25:16

Timborama wrote:
#11

Bloodscythe

Nov 03, 2014 15:12:45

Otto's Irresistable Dance doesn't work.  The Tarrasque is immune to charm.

Fireballs don't work.  The Tarrasque is immune to fire.

 

Polymorph/disintegrate doesn't work necessarily since disintegrate will disintegrate the Tarrasque/sheep only if it drops to 0 hp.  But once it hits 0 hp, the DM can just say it reverts to its original form and would be too large to be completely disintegrated... you'd disintegrate a 10 cubic ft space out of the Tarrasque... that'll just piss it off.

 

Similarly if you polymorph the Tarrasque into a sheep and cast power word Kill, you kill the sheep.  Upon death it reverts to its original form with the hp it had prior to the transformation.  Killing the sheep just dispels the polymorph effectively.

 

Essentially death can only occur at 0 hp.  The moment it reverts to its original form, it regains hp and ceases being "dead".  Unlike trying to heal a dead character, the spell specifically says it returns to its original form with the hp it possessed prior to the polymorph spell.  So based on the wording, the shapeshifting from a sheep back to the Tarrasque brings it back from the dead.

 

One could argue that the Tarrasque is immune to cloud of daggers... the cloud is made up of daggers.  Nonmagical daggers... the Tarrasque is immune to nonmagical weapons.  Sure, magic conjured the daggers and has them flying around, but the daggers themselves are never said to be magical.

 

A polymorph/magic jar combo is interesting, but it requires a failed wisdom save to polymorph the Tarrasque... it has advantage on all spells, and a +9 to save against it.  And that's without having to use its legendary save.

 

Contagion is decent against the Tarrasque if you can get close enough to touch it and actually make contact.  It has an AC of 25 and reach which means it gets an opportunity attack as the caster moves close enough to touch attack it.  Then it gets +10 to con saves against the spell, and has advantage on spells and spell effects so even with slimy doom, isn't at disadvantage... it just loses its advantage on saves but still has a +10 to its con saves.  3 rounds later it's good.  Of course, contagion can allow you to stun the Tarrasque for a few rounds if you can hit it first with the spell, and then with follow up attacks.

 

Anything I got wrong?

 

 

#12

slumgum

Nov 03, 2014 15:52:44

Is there any way to conjure a non-magical item?  If there isn't, one could assume the cloud of daggers is magical daggers.  Minor Conjuration from a Conjuration spec'd wizard always summons a magical item.  Cloud of Daggers doesn't not require daggers to cast.   They're magic daggers.

 

The Tarrasque can move 40 feet + 40 feet (dash) + 20 feet (legendary action), meaning anyone who can move 101+ feet in a turn AND attack can should be able to kill it, right?  Phantom Steed + Haste should do the trick.  Using a magic Longbow and kite it/chase it to death.  Note: The Tarrasque can take a legendary action at the end of every other creatures turn (max 3) so if you try this tactic with more than one player you have to add 20 feet of movement per player.  Phantom Steed + Haste should get you up to 200 feet movement and the Tarrasque should cap at 140 feet.  

(Reply to #12)

Bloodscythe

slumgum wrote:
#14

slumgum

Nov 03, 2014 17:43:59

Why can't you cast Haste on the steed?  Haste says willing creature, and I don't see anything in the Phantom Steed spell description that says it cannot be hasted.  But as you have found out, there are other ways to surpass the Tarrasque's speed even without that combo.

 

If Dash increases fly speed then an Arcane Trickster rogue could cast Fly, which would give 60 feet move, 120 with dash, and avoid obstacles.  If you're flying you really just need to match it's speed so it cannot outrun you.

(Reply to #11)

Timborama

Bloodscythe wrote:
(Reply to #15)

Bloodscythe

Timborama wrote:
#17

slumgum

Nov 04, 2014 10:07:35

I mean if you consider Fey to be magical then yes if you summon a wolf or bear it is a magical animal.  The spell description says you summon "fey spirits that take the form of beasts".

(Reply to #17)

Bloodscythe

slumgum wrote:
(Reply to #18)

Yunru

Bloodscythe wrote:
(Reply to #19)

Bloodscythe

Yunru wrote:
#21

slumgum

Nov 04, 2014 12:01:13

Bloodscythe wrote:
(Reply to #21)

Bloodscythe

slumgum wrote:
#23

mellored

Nov 04, 2014 12:18:21

Ok... so polymorph -> disintigrate or power word kill doesn't work.

There's a "if the creature dies" clause on polymorph that i missed.

 

So anyways...

 

Conjure Woodland Beings -> Pixies -> Polymorph (auto-save).

Conjure Woodland Beings -> Pixies -> Polymorph (low AC, low Con creature) -> Sleep.

Contagion (slimy doom). 

Wait 3-4 turns for it to fail 3 times, so it sticks.

Web

 

Sacred Flame, which it automaticly fails, and which stuns it.  So it will automaticly fail the next lance of faith, and can't escape the web.

 

3d8 * 3 = 13.5

 

676 / 13.5 = 50.074074074074074074074074074074

or 51 rounds.

 

Web lasts 60 rounds.

 

 

Druid or lore bard 9, with magic initiate.

 

Edit: Well, i just realized i misread stun... you can't move.  So yea, web's not needed and you can speed things with a cloud of daggers.

#24

slumgum

Nov 04, 2014 12:13:09

Phantom Steed spell description: "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance,"

 

Sound's like it's a creature.

(Reply to #24)

Bloodscythe

slumgum wrote:
(Reply to #23)

Bloodscythe

mellored wrote:
#27

mellored

Nov 04, 2014 13:01:56

Bloodscythe wrote:
#28

BRJN

Nov 04, 2014 13:05:40

A magic-user (a Bard, as suggested above?) summons a horde of allies with a save-out-of-me spell each.  They use up all its Autosaves.  Somebody read a Scroll of Hold Monster to the Tarrasque.  Several Warlocks hex Tarrasques' CON down to nothing (if Hexes stack).  Then Monk17 hits with Quivering Palm.  Initiate the save-or-die roll.

Have the Bard write his Lifetime Masterwork about your deed - THIS is the most important part.

 

Now I should go get a rulebook and see if this is even remotely workable. 

#29

mellored

Nov 04, 2014 13:12:57

BRJN wrote:
#30

Yunru

Nov 04, 2014 13:23:34

Hit it with two Contagions then once it's used it's auto-saves hit it with Quivering Palm until it gets the message.

(Reply to #30)

Bloodscythe

Yunru wrote:
#32

Yunru

Nov 04, 2014 13:48:24

double slimey doom of course :P

 

Bloodscythe wrote:
(Reply to #32)

Bloodscythe

Yunru wrote:
(Reply to #32)

Bloodscythe

Yunru wrote:
#35

Bloodscythe

Nov 04, 2014 13:51:32

haha, am I the only one playing devil's advocate?

#36

Bloodscythe

Nov 04, 2014 13:53:50

This thread does present a very interesting question:  If you infect a sheep or goblin or whatever with slimy doom and it reverts back  to the Tarrasque, does the disease transfer to the new form?

 

If I bless the sheep and it reverts to the Tarrasque, does bless transfer?

(Reply to #34)

Yunru

Bloodscythe wrote:
(Reply to #37)

Bloodscythe

Yunru wrote:
#39

Yunru

Nov 04, 2014 14:46:06
Okay: A Lucky Monk in a Lucky party, disadvantage on Saving Throws for three times as long as you have people. Attempt to Stun it to force it to use up it's legendary saves and then hit it with Quivering Palm. Repeatedly if need be.
#40

mellored

Nov 04, 2014 14:49:22

A lucky monk in a group of divination wizards.

(Reply to #40)

Yunru

mellored wrote:
(Reply to #41)

Bloodscythe

Yunru wrote:
#43

Lindonius

Nov 04, 2014 22:57:17

mellored wrote:
(Reply to #34)

Timborama

Bloodscythe wrote:
#45

mellored

Nov 05, 2014 5:31:59

Lindonius wrote:
(Reply to #45)

Timborama

mellored wrote:
#47

mellored

Nov 05, 2014 5:47:23

Timborama wrote:
#48

Jay_Ibero_911

Nov 05, 2014 6:11:40

mellored wrote:
#49

TheLastDunedain

Nov 05, 2014 6:45:08
Pact of the chain warlock. Halfling or gnome (gotta be light). Imp familiar grabs your backpack and flies off carrying you by it. Obtain Endless Quiver, or Gauntlets of Infinite Blades, or Gloves of Endless Javelins. (Do these count as magical weapons, or do you need a +1 hand crossbow?) Hover above Terrasque and rain pointy death down upon it at level 3.
(Reply to #49)

Bloodscythe

TheLastDunedain wrote:
#51

Jay_Ibero_911

Nov 05, 2014 8:17:22

Bloodscythe wrote:
#52

mellored

Nov 05, 2014 8:47:06

Hmmm..

 

 

Druid 7, summons 8 pixies, 6 of which cast fly on the wizard one after another. (1 hour).  One of the pixies polymorphs the druid into something that can fly away.

Elf Wizard 4 with magic weapon (1 hour) on a longbow and sharp shooter. Shooting from a 600 feet in the air.

 

2 prof + 3 Dex + 1 magic weapon = 6.  So you only hit on a 19 or 20....

 

1d8+4 * 0.05

+ 2d8+4 * 0.05

1.075 DPR

 

675 / 1.075 = 628 rounds = 62.8 minutes.

 

Just short...

 

Last pixie polymorphs elf wizard into a whale, who falls 600' and crushes the terrasque.  (i'm assuming it's at leat 5 damage).

 

(Alternitivly, the wizard casts feather fall, and has a few extra round).

(Reply to #51)

Bloodscythe

Jay_Ibero_911 wrote:
#54

mellored

Nov 05, 2014 9:00:00

Bloodscythe wrote:
(Reply to #54)

Bloodscythe

mellored wrote:
#56

mellored

Nov 05, 2014 9:44:00

The only thing i found was a mention to "arrow of dragon slaying".

But that still doesn't mean anything.

#57

TheLastDunedain

Nov 05, 2014 9:53:58
Seems like archers are at a significant disadvantage if they have to go find 20 or more +1 arrows in order to overcome non-magical weapon immunity.
#58

mellored

Nov 05, 2014 11:00:46

Soo.... 

 

The terrasque isn't immune to non-magical arrows.

 

Only  "from non-magical weapons."  

An attack from a magical bow would be fine.

(Reply to #57)

Bloodscythe

TheLastDunedain wrote:
(Reply to #58)

Bloodscythe

mellored wrote:
#61

mellored

Nov 05, 2014 11:09:23

Bloodscythe wrote:
#62

Jay_Ibero_911

Nov 05, 2014 11:32:59

Actually, whether or not a Magic Bow confers it's magic on the ammunition is irrelevant, because ammunition are not weapons. So either the tarrasque is not immune to non-magical arrows at all because they are not weapons regardless of weapon fired from, or the tarrasque is not immune to non-magical arrows if fired from a magical weapon because it is damage from the weapon.

 

Also, slight improvement on this:

mellored wrote:
#63

mellored

Nov 05, 2014 11:45:16

Jay_Ibero_911 wrote:
#64

slumgum

Nov 05, 2014 11:59:16

TheLastDunedain wrote:
#65

Lindonius

Nov 05, 2014 20:57:50

slumgum wrote:
#66

mellored

Nov 06, 2014 4:05:12
Longbow is much further away then acid splash. Well out of boulder throwing range. The bigger issue IMO, is that you just gave him an hour to rampage the city.
(Reply to #66)

Bloodscythe

mellored wrote:
#68

TheLastDunedain

Nov 06, 2014 5:04:20
So, clarifying the requirements a bit, what's the fastest a party of 4 can kill the Terrasque?
#69

mellored

Nov 06, 2014 5:39:40

Bloodscythe wrote:
#70

mellored

Nov 06, 2014 6:14:42

4 level 20 divination wizards, with 4 simulacrons.

 

Level 9 disintigrate.

 

+0 (advantage), vs DC 19 = 81% chance to hit.

Use divination to force falues.

 

Round 1:

10d6+40+9d6 = 106.5

* 5 rays (3 auto-saves) = 532.5..

 

Hmm...  a little short.

Oh well, it's easy to finish him on round 2.  Even if he kills a wizard or 2.

 

Though with 2 rounds, you can drop down to level 15 wizards, possibly 13.

 

 

Alternitivly, cast 8 true polymorphs.  You should be able to force 10.8 failures, which is enough even if you count advantage (5.4 foced failues - 3 auto-saves = 2 forced failures left).

But then it depends on your definition as to weather you've "defeated" him, or need to wait an hour.

#71

BRJN

Nov 06, 2014 6:59:40

mellored wrote:
#72

mellored

Nov 06, 2014 7:18:08

BRJN wrote:
#73

Yunru

Nov 12, 2014 15:56:26
A level 17 Open Hand Monk, with Lucky. Two level 2 Divination Wizards who've stored rolls of less than 18-Tarrasque's Con Mod.

While being watched from afar by the wizards, the Monk runs up and smacks ol' Tarry with Quivering Palm. One of the wizards makes Tarry fail the save, forcing him to use a legendary save. Once they're all gone, you should have one fail left to inflict on Tarry. Net level: 21. Average level: 7.

#74

DaveDash

Nov 12, 2014 16:36:09

A Wood Elf Fighter11/Arcane Caster6 with expeditious retreat  + sharpshooter + mobility (45ft movement, 135ft with expeditious retreat).

A ton of arrows (Longbow)

A buddy who has cast Magic Weapon and hides out of combat.

 

Since you're the only other guy in combat, the Tarrasque only gets one legendary action to move. Its movement per round is lower than yours (60ft if it wants to attack, 100ft if it wants to dash).

 

You have 100 rounds to kill it before expeditious retreat wears off.. you have 45% chance of hit. Not factoring in crit damage or manouver dice damage or whatever, your are looking at average damage per round 21.375. In that time you can do 2137.5 damage to it, excluding one action.

 

The only chance it has really is if it hides behind things and blocks LOS, but it's pretty big, so...

 

You could probably do this with only 1 level of arcane caster, but your hit chance would be lower and thus it would take more time. You could also probably replace the arcane caster levels with Rogue instead for the same effect (and add sneak attack damage into the mix). I like an arcane caster 6 though in case you need to cast fly or haste. 

 

 

 

 

#75

mellored

Nov 12, 2014 16:53:56

DaveDash wrote:
(Reply to #75)

DaveDash

mellored wrote:
#77

Yunru

Nov 12, 2014 23:52:57
Speaking of being the only one in combat the merchants divination wizards don't have to even be in a fight, they just have to see it (some spell, television, etc).
#78

jessequentin

Nov 13, 2014 9:00:48

I believe everyone is overlooking the most obvious answer...  All you need is an extraordinarily large magically animated statue to give the Tarrasque a swift knee to the crotch.  Done deal.

#79

Yunru

Nov 13, 2014 9:39:46
The Tarrasque can't die, they faint!
#80

BRJN

Nov 13, 2014 17:22:53

"Genie, I Wish the Tarrasque to ..."

Party size 1: Aladdin (rogue), and the NPC Genie.

#81

Bloodscythe

Nov 14, 2014 10:37:14

Oh yes.. the beloved wish spell.  Cures all that ails you.

 

Did anyone else see the magical ammunition preview in the DMG?  I hope it clarifies in the book how magical ammunition interacts with magical weapons that use ammunition... will the +3 to hit and damage of a magical arrow combine with the +3 to hit and attack from a magical longbow?  If so, I think DPR kings just became sharpshooting longbow users without much contest.

#82

Timborama

Nov 14, 2014 11:24:36

Bloodscythe wrote:
#83

Kiteless

Nov 21, 2014 4:01:44

A particularly brave Barbarian bathes in the blood and guts of a cow. Upon encountering the beast, the Barbarian releases his rage and lets lose the most obscene and ear catching volley of insults this side of the Forgotten Realms. His attention drawn by the insults, and his hunger tempted by the tantalizing scent of fresh meat, the Tarrasque swallows the Barbarian. Using his magical Polearm of Internal Disembowelment, the Barbarian then goes to work, swinging away at the insides of the Tarrasque, doing just enough damage to wear the beast down over time, while also keeping it from spitting him up until the deed is done.

Assuming that the Barbarian has no magical equipment that improves his defenses or restores his health, or temporary HP provided from an extraneous source, and that he's packing the "Tough" feat along with 24 str and con, he'll last 12 turns in there before hitting zero. He's then guaranteed to come back through Relentless Rage once, with a 95% chance of coming back on the turn after that, guaranteeing a 13th turn, and an extremely likely 14th turn after that.

 

With that in mind, the Barbarian just needs a magical weapon good enough to get around 48 damage per turn on the Tarrasque, assuming it's just him doing the fighting. So long as he stops attacking when he runs the possiblity of hitting 60 damage through crits, he should be fine.

#84

BRJN

Nov 17, 2014 10:12:39

Kiteless wrote:
(Reply to #83)

jessequentin

Kiteless wrote:
#86

mellored

Nov 18, 2014 8:33:51

jessequentin wrote:
(Reply to #86)

jessequentin

mellored wrote:
(Reply to #87)

Timborama

jessequentin wrote:
#89

jessequentin

Nov 20, 2014 14:10:00

How about.....

 

Druid with Antilife Shell and Thorn whip?

#90

Kiteless

Nov 21, 2014 3:53:52

jessequentin wrote:
#91

mellored

Nov 21, 2014 5:15:58

Kiteless wrote:
(Reply to #73)

1eejit

Yunru wrote:
#93

jessequentin

Nov 21, 2014 8:41:32

So...  No comments on the Druid with AntiLife Shell and Thorn Whip?

 

Did I actually happen upon a method where a single butt nekkid 9th level Druid holding only a thorny plant stem can take down a Tarrasque?

#94

mellored

Nov 21, 2014 8:59:59

jessequentin wrote:
(Reply to #94)

jessequentin

mellored wrote:
#96

mellored

Nov 21, 2014 9:32:12

jessequentin wrote:
(Reply to #96)

jessequentin

mellored wrote:
#98

mellored

Nov 21, 2014 9:50:03

jessequentin wrote:
(Reply to #98)

jessequentin

mellored wrote:
#100

mellored

Nov 21, 2014 10:30:23

jessequentin wrote:
(Reply to #100)

jessequentin

mellored wrote:
(Reply to #101)

jessequentin

Woops!  Touch spell.  So... Shocking grasp, maybe?  Takes longer, but...

 

#103

Timborama

Nov 21, 2014 12:27:50

18th level druids can cast while shaped. So there's that! Make it level 20 and he can cast while shaped, and even if "knocked out" of animal form, the druid can just shift back in!

#104

mellored

Nov 21, 2014 12:35:06

Timborama wrote:
#105

jessequentin

Nov 21, 2014 12:44:12

Yeah... We were trying for the smallest optimized party.

 

So....  If you allow an Owl Familiar to transfer touch spells using their "flyby"...  That'd be a level 1 Wizard with a horse, right?  Or did I miss something else?

#106

mellored

Nov 21, 2014 13:14:01

jessequentin wrote:
(Reply to #106)

jessequentin

mellored wrote:
(Reply to #101)

jessequentin

jessequentin wrote:
#109

DaveDash

Nov 23, 2014 13:06:13

I already posted a Ftr11/Rogue2/Caster3 (Woof Elf, Sharpshooter, Mobility) that could kill the big T by himself a couple of pages back.
Doesn't rely on the DM playing the Tarrasque stupid either.
His total movement is such that he can out move the Tarrasque, and his range is such that he can shoot from out of throwing range.
About the only trouble he'd run into is inside a cave or arena.
Edit: An EK8/Rog2 can probably do it for even less levels, but quite some time due to lower attacks and attack bonus.

#110

Yunru

Nov 23, 2014 13:24:54
A level one character equipped with a plot device. Boom. :P
(Reply to #109)

jessequentin

DaveDash wrote:
(Reply to #111)

DaveDash

jessequentin wrote:
(Reply to #108)

1eejit

jessequentin wrote:
(Reply to #112)

jessequentin

DaveDash wrote:
#115

mellored

Nov 24, 2014 9:20:49

jessequentin wrote:
(Reply to #113)

jessequentin

1eejit wrote:
(Reply to #115)

jessequentin

mellored wrote:
(Reply to #116)

1eejit

jessequentin wrote:
#119

mellored

Nov 24, 2014 10:08:55

jessequentin wrote:
(Reply to #119)

1eejit

mellored wrote:
#121

mellored

Nov 24, 2014 10:22:22

1eejit wrote:
(Reply to #119)

jessequentin

mellored wrote:
#123

jessequentin

Nov 24, 2014 11:19:41

I'm not sure the Tarrasque even CAN throw...  Looking at the description and the image in the MM, I'm not sure it can grasp with those claws (at least not more than a cat can grasp with its paws).  It can grasp with its jaws, but not sure if you'd want to call clenching something in your teeth and releasing it as you toss your head a "thrown attack" in rules terms - at least not without a feat or something.  I think the best you can say is maybe it bats at something and hopes it flies in the general direction of the target...  Maybe a combo of rolls to do it - maybe a Dex check at DC10 to get it in the general direction and then an attack roll to see if it hits?

 

#124

mellored

Nov 24, 2014 13:34:05

jessequentin wrote:
(Reply to #114)

DaveDash

jessequentin wrote:
(Reply to #124)

jessequentin

mellored wrote:
#127

HeirRaktus

Nov 24, 2014 20:37:12

So, just to cover the most comprehensive idea I've seen so far...
 

Show

Jack the Giant Killer
Woof Elf Fighter 11/Rogue 2 
*Strength: 10 (+0)
Dexterity: 18 (+4)
*Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)
HP: 182
Speed: 45'
Special: Darkvision, Keen Senses, Fey Ancestry, Trance, Mask of the Wild, Second Wind, Action Surge, Extra Attack (2), Indomitable, Expertise, Sneak Attack, Thieves' Cant, Cunning Action
Proficeiency: All Armor, Shields, Martial Weapons, Longsword, Shortsword, Shortbow and Longbow
Skills: Perception, Athletics, Survival
Fighting Style: Archery
Martial Archetype: Eldritch Knight
Feats: Sharpshooter, Mobility

(Reply to #127)

jessequentin

I'm guessing you might be able to get away with a 7th Level Eldritch Knight.  I think the Rogue 2 was just for the extra movement from Cunning Action...  But the Eldritch Knight would be able to cast Longstrider to make up for it.   You would lose 1 extra attack by only being 7th Level...   but you do have 2 possible castings of Magic Weapon - to make it last up to 2 hours.  

#129

DaveDash

Nov 24, 2014 22:44:08
You miss out on 45ft movement if you drop Rogue2. Longstrider just gives +10 movement no? That means you can only move and attack 45ft per round. The Big T will chew you up. You also need to be EK8 to get magic weapon, since its transmutation.
#130

DaveDash

Nov 25, 2014 0:56:50

One thing to note as well using a familiar. 

 

Technically it has its own initiative turn, so it gives the Tarrasque an additional legendary action.

#131

HeirRaktus

Nov 25, 2014 5:05:30

jessequentin wrote:
#132

mellored

Nov 25, 2014 5:17:11

HeirRaktus wrote:
(Reply to #129)

jessequentin

DaveDash wrote:
(Reply to #131)

jessequentin

HeirRaktus wrote:
(Reply to #134)

HeirRaktus

jessequentin wrote:
(Reply to #135)

jessequentin

HeirRaktus wrote:
(Reply to #136)

jessequentin

jessequentin wrote:
#138

HeirRaktus

Nov 25, 2014 7:26:07

jessequentin wrote:
(Reply to #138)

jessequentin

HeirRaktus wrote:
(Reply to #138)

jessequentin

HeirRaktus wrote:
#141

mellored

Nov 25, 2014 7:41:25

HeirRaktus wrote:
(Reply to #135)

jessequentin

HeirRaktus wrote:
#143

jessequentin

Nov 25, 2014 8:43:38

I was just curious...  the fastest IRL marathon pace is 4:42 per mile.  That would translate to 112 ft per 6 seconds.  That's a human with no magic.  He must be a rogue!

 

#144

mellored

Nov 25, 2014 8:46:16

jessequentin wrote:
#145

HeirRaktus

Nov 25, 2014 8:55:26

So, I was just thinking about the method we've come up with to defeat a Tarrasque was to out run it. Is it possible to outrun a Solar? Fly 150 with a legendary action to teleport 120.

#146

mellored

Nov 25, 2014 9:10:43

HeirRaktus wrote:
(Reply to #145)

jessequentin

HeirRaktus wrote:
#148

HeirRaktus

Nov 25, 2014 10:42:29

mellored wrote:
#149

mellored

Nov 25, 2014 11:18:58

HeirRaktus wrote:
(Reply to #149)

jessequentin

mellored wrote:
#151

mellored

Nov 25, 2014 12:27:14

jessequentin wrote:
(Reply to #151)

jessequentin

mellored wrote:
#153

Lindonius

Nov 25, 2014 18:04:22

mellored wrote:
(Reply to #153)

jessequentin

Lindonius wrote:
#155

Lindonius

Nov 25, 2014 20:51:55

jessequentin wrote:
(Reply to #155)

jessequentin

Lindonius wrote:
#157

DaveDash

Nov 25, 2014 23:17:01

You might be able to attack safely with mobile, then retreat (using a melee weapon). With 165ft movement you should be stay out of counter attack range. It'll slow you down though.
As long as you can always move back 85ft, you are fine (and you can still move 110ft and attack). T can move up towards you using a dash, but you can probably move in, attack, then move out. 110ft - 25ft to move in and attack =85ft movement left.
If you used a polearm you're even safer.

#158

Yunru

Nov 26, 2014 4:02:52
Mah methods still easier. Get a bunch of diviners to troll his saves into the ground and hit him with quivering palm. You only need 2 diviners too.
(Reply to #158)

1eejit

Yunru wrote:
#160

MurdochMan

Nov 26, 2014 5:46:07

I don't see how it works at all. With two diviners and one monk, the tarrasque gets three legendary actions. It can use two legendary actions to chomp, then swallow on its turn. A diviner must be able to see a creature to use their portent on it, and they're blinded when swallowed. They could, of course, have fly cast. I won't get into the argument about what Big T does against flying spellcasters, but it does require their concentration, meaning no buffs for the monk. Even if they use their action to dash when flying, they're 20 feet slower than a fleeing tarrasque with three legendary actions, and can't cast any spells to burn through his legendary resistances. If they don't dash, they'll rapidly lose spell range and LoS.

Alternatively, a single round with the tarrasque in combat range of a 20 Dex, 20 Wis monk will result in an average of 228 damage, even if we ignore possible advantage from prone or restrained (1 bite, 5 claw, 1 horns, 1 tail; 5% chance each of auto miss and crit). This can go as high as 242.9 average damage if the first legendary action is used to make a tail attack that knocks the monk prone. Even with 20 Con, a level 20 monk will have an average of 193.5 hp. Tough boosts that to 233.5. If we assume that the diviners have somehow burned through all of the tarrasque's legendary resistances already, the monk would still be extremely fortunate to survive to their second turn in order to use their action to end quivering palm. Portent could cause the tarrasque to miss one or more attacks, but only a 1 would do, and any portent die used to make an attack miss is one that can't be used to force the tarrasque to fail a save. A monk 17/ fighter 3 could action surge to end the quivering palm in the same turn it's used, but still requires the tarrasque to have used up all of its legendary resistances first.

#161

1eejit

Nov 26, 2014 5:51:45

^ The idea of Monks with Diviners is to nova Big T with quivering palm. Not to stick around for multiple rounds of combat. That's why I argue you'll want 2+ monks to be safe.

#162

mellored

Nov 26, 2014 5:53:20

Lindonius wrote:
#163

MurdochMan

Nov 26, 2014 6:14:40

I get the idea, but quivering palm requires you to hit the target in one turn, then use your action in a subsequent turn to force the save. You therefore require a minimum of two turns for the nova to work, even if all of the tarrasque's legendary resistances are already expended. The monk won't survive that long. Of course, more diviners and more monks will improve the chances of success, but that defeats the whole point of this thread.

(Reply to #163)

1eejit

MurdochMan wrote:
#165

mellored

Nov 26, 2014 6:47:15

Yunru wrote:
(Reply to #157)

jessequentin

DaveDash wrote:
(Reply to #165)

Yunru

mellored wrote:
#168

MurdochMan

Nov 26, 2014 10:31:45

1eejit wrote:
#169

mellored

Nov 26, 2014 10:12:10

Yunru wrote:
#170

Yunru

Nov 26, 2014 10:22:36
The diviners have to roll 8 or less, which has a .4 chance of happening. Now this sort of maths always confuses me. You've 3X rolls, where X is the number of diviners, with a .4 chance of a positive outcome per roll. What must X be to have a reasonable chance at shutting down T?

EDIT: Would it be a distribution of some kind? Also: With an AC of 25 and a to-hit of +11 any roll of 14 or higher is useful. So the chance of a useless roll is 1 in 4. Although you still need those four low rolls.

(Reply to #169)

Timborama

mellored wrote:
#172

mellored

Nov 26, 2014 10:23:55

Yunru wrote:
#173

Yunru

Nov 26, 2014 10:32:32
So about 4 diviners, not bad.

I just see it now: The Tarrasque's on a rampage, the lone Monk hires a bunch of diviners.

"What do you want us to do?"

"Just watch me."

#174

Yunru

Nov 26, 2014 10:39:02
Done some more maths:

With four diviners you get, on average, 4.2 rolls that ensures a hit against T and 4.8 rolls that ensures the T fails it's saves.

#175

mellored

Nov 26, 2014 10:43:09

Yunru wrote:
#176

Yunru

Nov 26, 2014 10:53:12
Well thanks now I'm picturing Diviner Frat Boys using their skills for inane things. Like getting discounts on beer.
#177

Yunru

Nov 26, 2014 11:00:34
I just realised you can stack Quivering Palms, since they're not spells. Not sure how that would affect things though.
(Reply to #174)

MurdochMan

Yunru wrote:
#179

Lindonius

Nov 26, 2014 17:49:15

mellored wrote:
(Reply to #178)

Yunru

MurdochMan wrote:
(Reply to #180)

MurdochMan

Yunru wrote:
#182

Yunru

Nov 26, 2014 23:13:44
I still don't see the big deal. You've an Open Hand Monk with Mobile. Just get in, hit T with everything, prone him, and get out. Or better yet, be invisible.

Or even better yet, attack with the Haste action, Flurry of Blows and then with your normal action kill the sod.

#183

Jay_Ibero_911

Nov 27, 2014 9:19:25

Just so I understand this, with the monk method the goal is to hit him at least 3 times to use stunning fist on each hit, with the diviners force failing the saves forcing T to use up his legendary saves and then the monk applying quivering palm and using the last auto-fail for it?

(Reply to #183)

jessequentin

Jay_Ibero_911 wrote:
#185

MurdochMan

Nov 27, 2014 10:28:05

That's the idea, yes. The monk can set quivering palm up and make a stunning strike with the same attack, so it only needs three hits.

Yunru: It really depends what you mean by 'big deal'. I'm not arguing with you that the quivering palm plan can't work; it obviously can, with the right use of resources. I'm merely pointing out areas where I feel you've been a bit too optimistic. This plan did start out as a lone monk with two low level diviners.

The mobile, unhasted monk can't run in, make attacks, and then get far enough away from the tarrasque to escape its reach, even if it knocks the tarrasque prone. The tarrasque needs 6 attacks to be confident of killing a 20 Dex, 20 Wis, 16 Con monk, although it still stands a decent chance with 5. A Half-Orc gets relentless endurance, allowing it to survive an additional attack, but the racial bonuses aren't very useful to the monk and you won't be able to take mobile (which I reckon is more useful). This leaves the tarrasque 80 feet of movement from 2 legendary actions and its turn movement; 60 if it has to stand up first. As long as the monk starts its first turn more than 10 feet away from the tarrasque, it can't survive the first round as long as the tarrasque isn't stunned.

I've already stated that I agree that haste would probably change all that. Invisibility not so much; the tarrasque has blindsight out to 120 feet, so it's not really affected. Empty self (lvl 18) might actually be pretty helpful for its resistances, but it does require an action to use.

 

You do have to account for the use of haste in your party composition. 1 monk and 6 lvl 2 diviners gives the party no possible source for haste. Either you need to bump 1 of the diviners up to lvl 5, or include another caster. The tarrasque killing the haste caster before the monk has a chance to act (the tarrasque beats the monk for initiative about 28% of the time) would cause big problems, but that's preventable if you can find a good place to hide them. I still reckon two levels of fighter for an action surge is probably more useful than mobile and perfect self, and negates the need for haste. You can attack the tarrasque 4 times, use up its legendary resistances, then action surge to end quivering palm and kill the tarrasque.

#186

Yunru

Nov 27, 2014 10:33:14
Quivering Palm stacks. Sure you also try to stun him, but only because you might succeed. Expanding on that, up the Monk to Monk 17/Fighter 2. Up one of the Wizards to 5. Attack with the Haste action, attempt to stun, set up vibrations and then flurry. On each flurry attempt to stun and set up vibrations. With your main action invoke one of the vibrations, action surge to dash away or invoke a second time, depending on how many legendary saves it's consumed.
(Reply to #184)

MurdochMan

jessequentin wrote:
(Reply to #186)

MurdochMan

Yunru wrote:
#189

Yunru

Nov 28, 2014 1:22:25
To fall back to an argument that I really don't like people misusing: Int 3. Sure it's not dumber than a rock, but I doubt it'd think "Do I not save against this stun in case I get Quivering Palm'd?"

Regardless, whack it, stun it, set up vibrations, all with hasted action. Invoke with normal action if it got stunned. Even if it uses it's legendary save it still takes 10d10 damage. If it didn't get stunned, flurry of blows, stun and prone. If it is now stunned, invoke with normal action. If it is still not stunned escape it's range, using your normal action to dash if neccessary, invoke if not. Etc.

(Reply to #187)

Yunru

MurdochMan wrote:
#191

mellored

Nov 28, 2014 6:30:49
You need 5 saves, but also 5 hits.
#192

Yunru

Nov 28, 2014 6:53:44
Four hits you mean? At which point statistically the diviners once again pull through (chance of ensuring a hit > chance of ensuring a fail).
#193

MurdochMan

Nov 28, 2014 7:22:32

The 8 saves was in response to jessequentin, so works off the assumption that the tarrasque doesn't use legendary saves against stunning strike. To guarantee success, the hasted monk must make the tarrasque fail four quivering palm saves. This requires a minimum of 4 turns, and the strategy may fall apart if the tarrasque does not also fail a stunning strike on each of those turns. Yes, a mobile, hasted monk can escape the tarrasque's reach, but that doesn't mean all that much unless the tarrasque has already blown its 3 legendary resistances. The tarrasque is under no obligation to chase the creature that just filled its body with strange vibrations, or stand there waiting for it to do the same in the next round. It can run towards any diviners that haven't managed to hide well enough and have a tasty wizard snack. If one of those diviners is the haste caster, that would be absolutely disastrous for the monk. I suppose that it doesn't matter whether the tarrasque is stunned in the fourth round, since it's going to die anyway; that brings the required Con save failures down to 7.

The damage that the tarrasque takes on a successful quivering palm save is really rather irrelevant. 10d10 necrotic damage + 3 unarmed strikes (dex 20) works out to an average of 66.85 damage vs AC 25, 86.5 damage if the diviners can ensure a hit on each attack, and 103 if all three attacks are crits. If the monk chooses not to flurry because it stunned the tarrasque on the first attack, these averages are 58.95, 65.5 & 71. For each round that the monk does this, it spends 3 ki on quivering palm, 1-3 ki on stunning strike, and 0-1 ki on flurry of blows. If we take the highest damage estimates, where all attacks are crits, and calculate average ki expenditure, the monk does 90.2 damage per turn with an average expenditure of 5.56 ki. A level 17 monk can keep this up for 3 turns before running out of ki; a level 20 monk should have enough for a final quivering palm or flurry of blows and two stunning strikes. The tarrasque will still have 400+ hp remaining. Obviously, if it gets that far and there are still low portent rolls remaining, a fourth quivering palm finishes it, but that ignores the tarrasque's hp anyway.

I agree with your point that choosing not to use legendary resistances against stunning strike may be beyond the tarrasque's intelligence. I described such a tactic as "rather prescient of an Int 3 creature". But hey, we're discussing optimization here, and such behaviour by the tarrasque is completely within the rules of the game. Any player strategy ought to account for it.

#194

Yunru

Nov 28, 2014 7:33:05
To all those saying the T could much the diviners: they're not there, they're far away, but able to see the dight (scrying, telescopes, etc).
#195

MurdochMan

Nov 28, 2014 7:49:42

Scrying is a 5th level spell, requiring lvl 9+. Even with 6 diviners, their chances of scrying on the tarrasque itself are bad, but I assume they'd be scrying on the monk instead so get an automatic success. Telescopes only work if the diviners have unbroken LoS to the fight. Why is that assumed?

At least one of the wizards must be within 30 feet of the monk at the start of the fight in order to cast haste. If this wizard's concentration is broken, it would seriously damage the monk's chances, losing the effects of haste and causing it to spend a turn where it can't move or take actions.

 

EDIT: looking at the adventuring gear list, the spyglass only doubles the magnification of an object. This only doubles the range at which the diviners can watch the fight.

(Reply to #195)

jessequentin

MurdochMan wrote:
#197

jessequentin

Nov 28, 2014 8:24:59

You could also look through a familiar's eyes.  A barbarian's Aspect of the Beast says the eyesight of an eagle can see up to a mile away with no difficulty, able to see fine details as if looking at something no more than 100 ft away.  I'd expect a hawk's eyesight would be similar.

#198

MurdochMan

Nov 28, 2014 8:36:57

Rope trick would work, as long as the diviners can predict where the tarrasque is going to show up ahead of time. If their window's at the wrong angle, they fail. Can a caster concentrate on a spell effect outside of the extradimensional space whilst they're inside? The rules aren't very clear. If not, the haste caster is kinda screwed. At least one caster also needs to be lvl 3+ to cast rope trick, although the haste caster could also be the rope trick caster.

Levitation and fly to set up a mid-air rope trick make things more difficult for the haste caster. They can't cast haste and levitate/ fly at the same time, as all three spells rely on concentration. I suppose that one caster could descend on the rope, then cast levitate on the haste caster directly beneath them. This does require that one of the other diviners is lvl 3+. With an ascend/ descend speed of 20 feet, they haste caster may still be at risk of attack from the tarrasque for a couple of turns, depending on the height of the rope trick. This also reduces the maximum distance of the rope trick from the tarrasque, which means it could more easily run out of sight of the diviners.

#199

MurdochMan

Nov 28, 2014 8:39:17

Seeing through a familiar's eyes does require that the familiar is within 100 feet, but yes, the hawk could definitely be helpful in that regard. Again, though, it's not much help to the haste caster.

#200

Yunru

Nov 28, 2014 8:48:24
Haste lasts ten minutes, plenty of time to precast.
(Reply to #189)

jessequentin

Yunru wrote:
(Reply to #200)

jessequentin

Yunru wrote:
(Reply to #200)

MurdochMan

Yunru wrote:
#204

MurdochMan

Nov 28, 2014 10:03:25

Yunru wrote:
#205

Yunru

Nov 28, 2014 10:21:37
Not thought it through, but you could have someone hit T with Contagion, forcing a burning of his Legendary Saves. Probably a sacrifical character though.
(Reply to #205)

jessequentin

Yunru wrote:
#207

MurdochMan

Nov 28, 2014 11:27:47

The tarrasque's advantage vs. "spells and other magical effects" may cancel out the disadvantage from Slimy Doom, giving the tarrasque a 60-70% chance of making each save, depending on the caster's level. Whether or not the tarrasque gets its magic resistance on these saves is up to interpretation, though, and the stunning effect for 2+ turns (assuming the disease goes into effect immediately) is still very useful.

EDIT: I suppose the tarrasque would be getting disadvantage on saves vs. quivering palm, too, which would be very useful if your diviners hadn't managed to roll enough auto-fails.

#208

Yunru

Nov 28, 2014 11:26:54
Ah but then you throw the diviners atop that.
#209

MurdochMan

Nov 28, 2014 11:38:11

In order to cast contagion through a familiar, you'd need a bard of lvl 10+ which takes find familiar and contagion as magical secrets, as far as I can tell. A druid or cleric of 9+ could cast it themselves. I think they're the only classes who can cast it, but I may be wrong.

 

EDIT: Oh, I suppose a cleric or druid could take a level of wizard to get find familiar, too. They could take two levels to become a diviner.

#210

MurdochMan

Nov 28, 2014 12:04:52

The only major problem I can find with the idea of casting contagion through a hawk familiar (with diviners to ensure a hit) is that the familiar moves on its own initiative count, but casts the spell in the caster's turn. If the tarrasque is between the familiar and the caster in the initiative count, it can easily take the familiar out when it comes into range but before there's a chance to deliver the spell. A surprise attack would stand a decent chance, given the tarrasque's poor passive Perception. Otherwise, you'd ideally want multiple casters with familiars in order to ensure success.

#211

Yunru

Nov 28, 2014 12:11:40
So it's agreed? Overwhelming numbers of diviner hirelings beats everything :P
(Reply to #211)

jessequentin

Yunru wrote:
#213

Yunru

Nov 28, 2014 15:44:40
No it was smallest and lowest level. At least, that's how I remember it. Then again, the hirelings aren't part of the party until they're hired. Until then it's a party of one very rich person.

To that end: a level 0 non-adventurer. (S)He does nothing to stop the tarrasque, knowing that the end of existance will do it for him/her. (S)He is nothing if not patient.

#214

jessequentin

Dec 02, 2014 18:00:11

Greg Bilsland on the Extra Life extra session played Dec. 1 ruled that Stunning Strike was a "magical effect" due to Ki being described as a "magical energy" in the PHB.  Guess that's an extra wrinkle to deal with when thinking about the Monk vs. Tarrasque.

#215

Yunru

Dec 03, 2014 1:14:43
Not really. Diviners replace the entire roll, advantage or not, so whether Ki is magical or not is pretty irrelevent.
#216

Nevvur

Dec 03, 2014 5:29:44

Are all the class features of Monk disabled in an antimagic field then, since everything they do is drawn from Ki, and Ki = magic?

(Reply to #216)

jessequentin

Nevvur wrote:
(Reply to #215)

jessequentin

Yunru wrote: