I found a way to defeat the Tarrasque.


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With a Ring of Sustenance or a Clear Spindle Ioun Stone. Now who wants to volunteer? Hey, why is everybody ging away? Come back, I need your help!

Yeah, I know. It's cheesy. But the Tarrasque is a monster who only eats and sleeps. You take that away, and he doesn't pose much of a threat. Ofcourse there are a few snags:
1. Actually putting a ring on one of his claws. It's dangerous, but should be possible when he sleeps.
2. Just because he doesn't need to eat, doesn't mean he won't. Who knows, maybe he is addicted to eating. Or maybe the ring doesn't suppress hunger. (Note to self, make cursed Ring of Sustenance that makes the wearer hungry, even though he doesn't need to eat.)
3. If it does work you might have to deal with the consequences. The ecosystem will need time to recover.
4. Or worse, someone might be able to use the Tarrasque as a pet. (Warning, don't make a Tarrasque Simulacrum. All he does is eat and sleep)
5. With all that time spend not eating and sleeping, the Tarrasque might develop some intelligence. He has time to think now, after all. Imagine a sentient Tarrasque. Or a spellcasting Tarrasque.


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Create a shadow. Have your shadow kill some creatures to create more shadows. Your shadow controls those shadows, thus you control those shadows. Keep original shadow safe. Send expendible shadows to fight the tarrasque. Congrats you defeated the tarrasque with a CR 3. The natural instinct of the shadow will keep it feeding on the vitality of the tarrasque even if control is broken. Now the threat is eliminated until some evil cleric whose hatred for undead surpasses his love of life comes along and destroys your shadows sentries.

Or something like that...


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Terrasque is immune to ability damage.


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Ah shit. So it is. That's what I get for going by memory and posting on my phone.


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Pathfinder Starfinder Roleplaying Game Subscriber

Form a party of 5 20th level adventurers all with leadership and form a army with a fifth comprised of Gunslingers. Bring the beast in the negatives and use a series of cannons to fire enchanted adamantine harpoons into it's sides. Proceed to wrap the beast in enchanted adamantine chains and have some chains attached to the harpoons so you can anchor him to the earth. Make sure the beast is secured in every way possible. Construct a city around the beast with a economy built entirely off of harvest the meat, bones, claws, teeth etc for food and special armor and weapons. Have soldiers and mages in training to wail on the beast for training and to keep it down, it's dangerous work because it can work itself free every now and again. Soon the beast has a new hunger, a hunger for revenge. Now your 20+ level party every day looks the creature in the eye just to remind it who is boss. Congrats, you've defeated the Tarrasque.


Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.


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Show it a Uwe Boll movie. That oughta do it.


WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.

Only if they crit.


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Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

EDIT: Once the Allip has critically hit the Tarrasque 15 times, the Tarrasque enters a permanent coma forever until healed by some outside force. At this point, you can coup it a few times with a scythe, cast animate dead, and destroy it forever.


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Pathfinder Adventure Path Subscriber
Painful Bugger wrote:
Form a party of 5 20th level adventurers all with leadership and form a army with a fifth comprised of Gunslingers. Bring the beast in the negatives and use a series of cannons to fire enchanted adamantine harpoons into it's sides. Proceed to wrap the beast in enchanted adamantine chains and have some chains attached to the harpoons so you can anchor him to the earth. Make sure the beast is secured in every way possible. Construct a city around the beast with a economy built entirely off of harvest the meat, bones, claws, teeth etc for food and special armor and weapons. Have soldiers and mages in training to wail on the beast for training and to keep it down, it's dangerous work because it can work itself free every now and again. Soon the beast has a new hunger, a hunger for revenge. Now your 20+ level party every day looks the creature in the eye just to remind it who is boss. Congrats, you've defeated the Tarrasque.

Now wait a couple hundred years and have the city fall into disrepair and the Tarrasque be in danger of breaking loose. Not only have you defeated the Tarrasque, you have created the plot hook for you next campaign! Win-win!


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Only time I ever encountered the Tarrasque as a player, a buddy of mine was playing a dwarven fighter. Tarraque shows up and he boldy announces that he's got this. That we should all just stand back and watch. He strolls on up to the damn thing carrying part of a heroes feast (I guess he thought he was more likely to be targeted if he had food. I dunno) and lets himself get swallowed whole. He then informs the DM that he is going to turn his bag of holding inside out and hands his character sheet over to the DM to look over his inventory. The DM looks at it for a moment and then looks up...looks back down...looks back up..."I f#%$ing hate you"

You see the dm had given him a bag of holding with infinite capacity. During a previous adventure he used the bag to catch water leaking from a planar rift. We had all forgotten about this. The entire elemental plane of water was inside this bag. Like the whole damn plane. So he opens the bag and the prime material plane is engulfed by the plane of water. Only the druid and the tarrasque survived. Although the tarrasque remained drowned for the rest of time.

And this behavior was completely in character. That's the scary part.


WPharolin wrote:

Only time I ever encountered the Tarrasque as a player, a buddy of mine was playing a dwarven fighter. Tarraque shows up and he boldy announces that he's got this. That we should all just stand back and watch. He strolls on up to the damn thing carrying part of a heroes feast (I guess he thought he was more likely to be targeted if he had food. I dunno) and lets himself get swallowed whole. He then informs the DM that he is going to turn his bag of holding inside out and hands his character sheet over to the DM to look over his inventory. The DM looks at it for a moment and then looks up...looks back down...looks back up..."I f#@@ing hate you"

You see the dm had given him a bag of holding with infinite capacity. During a previous adventure he used the bag to catch water leaking from a planar rift. We had all forgotten about this. The entire elemental plane of water was inside this bag. Like the whole damn plane. So he opens the bag and the prime material plane is engulfed by the plane of water. Only the druid and the tarrasque survived. Although the tarrasque remained drowned for the rest of time.

And this behavior was completely in character. That's the scary part.

I'm so happy to see you posting again. ^.^


Thank you :)

Silver Crusade

In case some of you have forgotten.

Bestiary I: It can be banished or
otherwise transported as a means to save a region, but the
method to truly kill it has yet to be discovered.


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shallowsoul wrote:

In case some of you have forgotten.

Bestiary I: It can be banished or
otherwise transported as a means to save a region, but the
method to truly kill it has yet to be discovered.

Yeah, except then someone discovered a way. Works 100% unless the GM breaks the rules.

Silver Crusade

Ashiel wrote:
shallowsoul wrote:

In case some of you have forgotten.

Bestiary I: It can be banished or
otherwise transported as a means to save a region, but the
method to truly kill it has yet to be discovered.

Yeah, except then someone discovered a way. Works 100% unless the GM breaks the rules.

Mmmmm no. It's right there in black and white. Nobody has yet to discover a way to kill it. Now it would be up to your GM as to whether or not you discover a way.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It would be pretty awesome for the PCs to go dungeon looting, slaying an apparently evil gang of allips, only to discover that they were guarding a massive central chamber with a slumbering horror, who then begins to stir and awaken.

Silly PCs, always putting the world at risk.


I fail to see how it's relevant that it can't be killed to be honest. The OP's idea involves defeating it (not killing it) by removing it's primary motivation for even BEING a threat, thus removing the threat in the future. My idea, with the allips puts it in a permanent coma, but again...does not kill him. Painful Bugger's idea involved defeating it repeatedly through out history and never killing it. And my story about the plane of water involved it drowning for an eternity and once again...never dying.

So does it really matter one way or the other?


Ravingdork wrote:

It would be pretty awesome for the PCs to go dungeon looting, slaying an apparently evil gang of allips, only to discover that they were guarding a massive central chamber with a slumbering horror, who then begins to stir and awaken.

Silly PCs, always putting the world at risk.

I gotta agree, that would make for an awesome "gotcha" moment.


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I don't think I'd allow animate dead since the tarrasque continues to try and regenerate from being slain. I suppose if someone were to wish away the regeneration, I'd allow it though. Admittedly a bit hefty, but considering it's the "end boss" so to speak, it makes sense.


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the David wrote:

With a Ring of Sustenance or a Clear Spindle Ioun Stone. Now who wants to volunteer? Hey, why is everybody ging away? Come back, I need your help!

Yeah, I know. It's cheesy. But the Tarrasque is a monster who only eats and sleeps. You take that away, and he doesn't pose much of a threat. Ofcourse there are a few snags:
1. Actually putting a ring on one of his claws. It's dangerous, but should be possible when he sleeps.
2. Just because he doesn't need to eat, doesn't mean he won't. Who knows, maybe he is addicted to eating. Or maybe the ring doesn't suppress hunger. (Note to self, make cursed Ring of Sustenance that makes the wearer hungry, even though he doesn't need to eat.)
3. If it does work you might have to deal with the consequences. The ecosystem will need time to recover.
4. Or worse, someone might be able to use the Tarrasque as a pet. (Warning, don't make a Tarrasque Simulacrum. All he does is eat and sleep)
5. With all that time spend not eating and sleeping, the Tarrasque might develop some intelligence. He has time to think now, after all. Imagine a sentient Tarrasque. Or a spellcasting Tarrasque.

Put the Cursed Ring of Sustenance on the Tarrasque, eventually it will eat so much it will become so obese it can't move. Then we just rename our planet Tarrasque and live on it.

Silver Crusade

A "Wish" used to be the only way you could permanently kill a Tarrasque after you go it to -250 hp.


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Odraude wrote:
I don't think I'd allow animate dead since the tarrasque continues to try and regenerate from being slain. I suppose if someone were to wish away the regeneration, I'd allow it though. Admittedly a bit hefty, but considering it's the "end boss" so to speak, it makes sense.

The tarrasque is not immune to animate dead. The tarrasque's regeneration specifically notes that it can be killed, but only stays dead for 3 rounds, at which point its ability revives itself activates. However, if you turn it into a skeleton or zombie (as a dead corpse it can be animated as a skeleton or zombie with animate dead), which then strips it of all its features that don't mod its attacks, at which point you can just destroy it because it's special qualities that make it difficult to kill and/or heal itself are no more.

It's not complicated.

In fact, a 20th level Fighter can just pummel the Tarrasque to unconsciousness, coup it and force it to fail its Fortitude save, then the cleric casts animate dead. GG Tarrasque. GG.

EDIT:

Quote:
Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.

It dies. DEATH is it. It has remains. Animate dead baby. Undead make everything better. Necromancy can save the world vs Gojilla.


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I guess that's the weird part. The regeneration states it'll rise from death, but later states a method to truly kill it has yet to be found. Honestly, I'd rule that because it's regeneration cannot be suppressed, it cannot die as per regeneration rules.

Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

As a note, before anyone claims it, this isn't me trying to be a cunt and screw over players because I have some hard on for doing that. I'm just approaching this as logically and unbiased as I can.


I'm not sure a Ring of Sustenance will affect the [i[Tarrasque[/i]; it's a Caster Level 5 item, and the beast has SR 36.

The Tarrasque only has a +12 will save; if it has a weakness, that's it. I think the very best way to defeat the Tarrasque is not so much to kill it as to use it - and that's where Magic Jar comes into play. The Tarrasque has no special resistance to that spell, so why not take advantage of it? It's pretty easy to get the DC up pretty high (DC 27 is easy by 16th level), so, especially is cast as persistent, it's very likely to work on a single casting.

A high-level sorcerer or wizard using the Tarrasque as a body would be a sight to see, especially if well-supplied with silent spell metamagic rods so as to cast spells.

For extra fun, cast a silent contingency: animate dead on your Tarrasque-self so that if your host body is killed, it's no longer the Tarrasque (and can be destroyed)!

Silver Crusade

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Odraude wrote:

I guess that's the weird part. The regeneration states it'll rise from death, but later states a method to truly kill it has yet to be found. Honestly, I'd rule that because it's regeneration cannot be suppressed, it cannot die as per regeneration rules.

Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

As a note, before anyone claims it, this isn't me trying to be a c+!! and screw over players because I have some hard on for doing that. I'm just approaching this as logically and unbiased as I can.

It says they even come back from death effects.

Also, check out the part that has been put in bold.


Odraude wrote:

I guess that's the weird part. The regeneration states it'll rise from death, but later states a method to truly kill it has yet to be found. Honestly, I'd rule that because it's regeneration cannot be suppressed, it cannot die as per regeneration rules.

Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

As a note, before anyone claims it, this isn't me trying to be a c!~+ and screw over players because I have some hard on for doing that. I'm just approaching this as logically and unbiased as I can.

Death effects kill Regenerating creatures always. Even Tarresaque but it says he doesn't stay dead (he revives 2 rd later).

So yeah, it works.

Silver Crusade

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David Haller wrote:

I'm not sure a Ring of Sustenance will affect the [i[Tarrasque[/i]; it's a Caster Level 5 item, and the beast has SR 36.

The Tarrasque only has a +12 will save; if it has a weakness, that's it. I think the very best way to defeat the Tarrasque is not so much to kill it as to use it - and that's where Magic Jar comes into play. The Tarrasque has no special resistance to that spell, so why not take advantage of it? It's pretty easy to get the DC up pretty high (DC 27 is easy by 16th level), so, especially is cast as persistent, it's very likely to work on a single casting.

A high-level sorcerer or wizard using the Tarrasque as a body would be a sight to see, especially if well-supplied with silent spell metamagic rods so as to cast spells.

For extra fun, cast a silent contingency: animate dead on your Tarrasque-self so that if your host body is killed, it's no longer the Tarrasque (and can be destroyed)!

Animate Dead does not work because a Tarrasque cannot technically die because of it's regeneration.

Silver Crusade

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Starbuck_II wrote:
Odraude wrote:

I guess that's the weird part. The regeneration states it'll rise from death, but later states a method to truly kill it has yet to be found. Honestly, I'd rule that because it's regeneration cannot be suppressed, it cannot die as per regeneration rules.

Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

As a note, before anyone claims it, this isn't me trying to be a c!~+ and screw over players because I have some hard on for doing that. I'm just approaching this as logically and unbiased as I can.

Death effects kill Regenerating creatures always. Even Tarresaque but it says he doesn't stay dead (he revives 2 rd later).

So yeah, it works.

It specifically states that no form of attack can suppress it's Regeneration.


Starbuck_II wrote:
Odraude wrote:

I guess that's the weird part. The regeneration states it'll rise from death, but later states a method to truly kill it has yet to be found. Honestly, I'd rule that because it's regeneration cannot be suppressed, it cannot die as per regeneration rules.

Regeneration

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

As a note, before anyone claims it, this isn't me trying to be a c!~+ and screw over players because I have some hard on for doing that. I'm just approaching this as logically and unbiased as I can.

Death effects kill Regenerating creatures always. Even Tarresaque but it says he doesn't stay dead (he revives 2 rd later).

So yeah, it works.

I can't find the ruling on death effects suppressing regeneration. Can you point me in the right direction? Thanks.

Silver Crusade

An added extra.

it regenerates even if
disintegrated or slain by a death effect.

So it's regeneration never stops which in turn means that it technically doesn't die.


Again, the tarrasque isn't easy to kill. Basically he has plot armor to the Nth degree. Yet he's still kind of a chump for a creature of his CR. The real reason he's scary is because he's a threat to villages, towns, cities, or if your DM is taking artistic liberties, THE WORLD! Generally speaking though, he isn't a threat to you unless you let him be one. I'm sure your players could find a way to defeat it, even if they can't perform the final summoning needed to kill it. The real question is can they do it in time to save Tokyo?


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Use a Wish spell to give him Syphilis. Unless he has special Tarresque penicillin he'll be very uncomfortable and eventually die. Rising from the dead won't cure his STD and he'll die again.

Problem solved.


Rictras Shard wrote:
Show it a Uwe Boll movie. That oughta do it.

I've survived a couple of those. What CR does that make me then?


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Ravingdork wrote:

It would be pretty awesome for the PCs to go dungeon looting, slaying an apparently evil gang of allips, only to discover that they were guarding a massive central chamber with a slumbering horror, who then begins to stir and awaken.

Silly PCs, always putting the world at risk.

... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.


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I'm inclined to say you should planar bind an animate dream, and tell it to go smack the tarrasque until it falls into a coma.

Possibly at level 3, if you can get some really lucky rolls.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Azaelas Fayth wrote:
... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.

I live in Florida.


Ravingdork wrote:
Azaelas Fayth wrote:
... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.
I live in Florida.

What part?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Odraude wrote:
Ravingdork wrote:
Azaelas Fayth wrote:
... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.
I live in Florida.
What part?

The neck.


Ravingdork wrote:
Odraude wrote:
Ravingdork wrote:
Azaelas Fayth wrote:
... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.
I live in Florida.
What part?
The neck.

Then have I posted that dungeon concept before!? Or are you in my Labyrinthine Mind?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ashiel wrote:
Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

[

Maybe it's just me, but I believe the Tarrasque's natural weapons affect Incorporeal Creatures

DR:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.


Ravingdork wrote:
Odraude wrote:
Ravingdork wrote:
Azaelas Fayth wrote:
... Are you near Crane, Missouri, USA? Because I literally just wrote a Dungeon based on this concept for the PbP I am planning on running next.
I live in Florida.
What part?
The neck.

I was unaware we had a neck...


Reckless wrote:
Ashiel wrote:
Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

[

Maybe it's just me, but I believe the Tarrasque's natural weapons affect Incorporeal Creatures

DR:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Huh, I never actually knew that. You'd be right. And even though he'd do half damage to the allip, that's still more than enough to kill it.


Reckless wrote:
Ashiel wrote:
Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

[

Maybe it's just me, but I believe the Tarrasque's natural weapons affect Incorporeal Creatures

DR:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Overcoming magic dr is not the same as being a magic weapon.


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shallowsoul wrote:


Animate Dead does not work because a Tarrasque cannot technically die because of it's regeneration.

A yes, that's true - it's unkillable by definition.

Still, it can be defeated, in principle, by confinement (some kind of "epic" container or trapping it in a demiplane) or subversion (like my magic jar suggestion), or some combination of effects.

It's also worth noting that it's immune to ability damage, but not an ability penalty or decrease, so it should be possible to affect it with the -6 ability penatly feature (among others) of bestow curse: again, it's will save isn't so great. This could allow us to reduce its functional intelligence to 1, which then makes it subject to the Handle Animal skill (albeit at a +5 to the DC) - it then becomes possible (DC 30) to "push" the Tarrasque to perform a task or trick (for example, entering the portal to a demiplane). Of course, it would be wise to preface this with a use of Wild Empathy (DC 36 to make the Tarrasque "indifferent", starting at "hostile").


Sangalor wrote:
Reckless wrote:
Ashiel wrote:
Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

[

Maybe it's just me, but I believe the Tarrasque's natural weapons affect Incorporeal Creatures

DR:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Overcoming magic dr is not the same as being a magic weapon.

You'd be right. Darn. Oh well.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Sangalor wrote:
Reckless wrote:
Ashiel wrote:
Caius wrote:
WPharolin wrote:
Ahh wait. Brain was addled. It was Allips not Shadows. There ya go. Get youself allips and sick em on the tarrasque. Now you can defeat it with a CR 3.
Only if they crit.

Given that the Tarrasque cannot evade the allips, it is only a matter of time. 1/20 attacks is likely to be a crit. The allip can fly through solid objects and has a 30 ft. perfect fly speed, and is 100% immune to anything the Tarrasque can fling against it. CR 3 Allip > Tarrasque.

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Maybe it's just me, but I believe the Tarrasque's natural weapons affect Incorporeal Creatures

DR:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Incorporeal:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Overcoming magic dr is not the same as being a magic weapon.

Yes, but it is the same as being a creature that strikes as a magic weapon, which is the part I bolded. Now, you may argue that the creature only strikes as a magic weapon for the purpose of overcoming DR and not for the purpose of overcoming Incorporeal. So, I'm off to find any other type of creature that strikes as a magic weapon or spell that says that. Meanwhile, in my house, the rule would still say any creature with these entries counts as magic vs incorporeal as well. Just like Monks with Ki Pool(Magic). Pretty sure I'm only going to find creatures that include the phrase for overcoming damage reduction...

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So, help me Sangalor Won Kenobi, find me a creature that the phrase "creatures that strike as magic weapons" applies to other than for overcoming dr...


Reckless wrote:
So, help me Sangalor Won Kenobi, find me a creature that the phrase "creatures that strike as magic weapons" applies to other than for overcoming dr...

It's referring to things like a druid in wildshape with magic fang or any other methods there are for just going super magic kung fu awesome and having magic attacks that aren't weapons but are treated as such. Not treated as such for the purpose of X. But treated as such full stop.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Nope, Magic Fang doesn't say it does that.

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