How to Kill the Tarrasque


Rules Questions

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The monster outlined in the book "INNER SEA GODS" on page 304, the Tarrasque. How would the creature be defeated based on its stats. It has a Regeneration of 40 and is immune to Ability Damage, Ability Drain,Disease, Energy Drain, Permanent wounds, Petrification, poison, polymorph, mind-affecting affects, paralysis, fire, Bleed and acid.

Regeneration (Ex)

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. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

As it says in the text for regeneration it can not die as long as regeneration is in effect. Is there a way to turn him undead will that stop regeneration? Suffocation death, will it stay dead after the effects or object is removed.


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just needed a humble monk...

http://paizo.com/threads/rzs2nix8?Zen-and-the-Art-of-Monk-Maintenance-A-Gui de

BHH


First off this is a unique spawn of rovagug in Golarion, and not just something out in the wild. I don't don't the full backstory for tarresque, but xotani (another unique spawn of rovagug) has similar difficulties to kill and it was brought down originally by a legion of 100+ powerful spellcasters. Tarresque would be a similar effort to kill, lots of mages and ckerics and archers, and a lot of dead armies in the process.

Now I don't think taresque has defenses against creatures that can hurt it while flying high enough though, so longer range + flying would be a good strategy.


Are you referring to Quivering Palm? I thought of that but a Fort save of +31 against a DC of 30 seems to be a prey for a nat one event.


I forget which thread it was, but search the boards for "the vacuum", a wizard specializing in spamming the suffocation spell with gigantic dc's. He's invisible, flying, nondeteection up, etc etc, so it's merely a matter of time before big T fails a save and dies from lack of air. And regen doesn't help against suffocation damage.


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Menite Monk wrote:
Are you referring to Quivering Palm? I thought of that but a Fort save of +31 against a DC of 30 seems to be a prey for a nat one event.

He's not talking about that.

He's talking about this.
I'll quote the relevant build, what happens in combat and why.
What happens wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...
The build wrote:

Name: One. Race: Human. Class/Level: Qinggong Zen Monk 20. Favoured

Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs. Alignment: LN. Pointbuy: 14/14/14/7/17/7 = 20.
Str 18 (24), Dex 18 (24), Con 14 (20), Int 7 (9), Wis 28 (34), Cha 7

Initiative +13
Perception +41, Darkvision
Hit Points 233
Armour Class 53, touch 40, flatfooted 46 (class 17, arm 8, dex 7, def 5, nat 5, ins 1)
CMD 67 (base 30, class 17, dex 7, str 7, def 5, ins 1)
Fort +24, Ref +27, Will +30; +2 magic & poison; evasion
Spell Resistance 30, Damage Resistance 10/Chaotic

Speed 90, fly 40
Base Attack +15, Base Flurry +20
CMB +22
Fist +22/+17/+12 (2d10+7, 1d6 energy, cold iron, magic, lawful, adamantine)
Fist vital strike +22 (2d10+7, 4d10, and ditto)
1. Bow deadly +32/+27/+22 (1d8+24, +1 per previous hit/19-20x3, 1d6 nonlethal, nonprovoking, threaten 5’, ignore less than total concealment/cover, all DR bar Epic, ki focus, -1 attack and damage beyond 30’)
2. Bow ki deadly vital strike +32 (2d10+24/19-20x3, 4d10, and as 1)
3: Bow deadly flurry +33/+33/+28/+28/+23/+23/+18 (1d8+28, and as 1)
4: Bow ki deadly flurry +33/+33/+28/+28/+23/+23/+18 (2d10+28, and as 1)
5: Bow ki deadly flurry haste +34/+34/+34/+29/+29/+24/+24/+19 (2d10+28, and as 1)

Traits: Exile, Resilient
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Lightning Reflexes
9th: Vital Strike
Monk 10th: Improved Critical (longbow)
11th: Hammer the Gap
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike
17th: Ability Focus (Stunning Fist)
19th: Mantis Style

The Way of One:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 20/day, once/round, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens
* Zen Archery: Wisdom determines ranged attacks
* Mantis Style: swift, combat duration, +2 stunning DC. One bonus stun/day
* Vows of Cleanliness, Fasting and Truth: no lies, no potions, must remain clean, +11 ki
* Ki Pool: 33/day, swift, self only and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 200 min]
2 = (i) bow ignores total concealment, (ii) restoration [standard], (iii) dimension door 1200’ [move]
3 = (i) bow ignores total cover [shoot round corners], (ii) etherealness [move, 1 min], (iii) shadow walk [standard, 20 hours, self and 20 passengers, DC28w]
* Grasshopper: +20 jump with constant running start
* Reflexive Shot: One makes (and by default does not incur) bow opportunity attacks
* Stunning Fist (Ex): 21/day, once/round, as part of unarmed or bow attack: dc34/36w, stun
* Diamond Soul: Spell Resistance 30
* Quivering Palm (Su): 1x/day, as part of unarmed or bow attack: dc32w, death * Ki Bow: any arrow One fires becomes a Ki Focus weapon
* Hammer the Gap (Ex): cumulative +1 damage/previous hit uninterrupted by misses in a round; this damage is critiplied
* Perfect Self: immune to spells targetting humanoids. DR10/Chaotic

Skills: Acrobatics +27, jump+71 (16 ranks, 3 class, 7 stat, 1 luck/20 class, 24 speed), Fly+17 (1 rank, 7 stat, 1 luck, 4 item, 4 man), Heal+16 (3 ranks, 12 stat, 1 luck), Knowledge Planar+20 (20 ranks, -1 stat, 1 luck), Perception+41 (20 ranks, 3 class, 12 stat, 1 luck, 5 item), Sense Motive+17 (1 rank, 3 class, 12 stat, 1 luck), Stealth +30 (19 ranks, 3 class, 7 stat, 1 luck)

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armour+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone+1 armour (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb), 2 weapon cords, 7gp

In the haversack: 20 monk’s outfits (100gp, 20lbs), 2 holy waters (50gp, 2lb), 2 unholy waters (50gp, 2lb), 5 smoke arrows (50gp, 5lb), 40 blunt arrows (4gp, 6lb), soap (1gp, 2lb), waterskin (1gp, 4lb)

Encumbrance (light 266lb): 67lb with broom. Encumbrance for broom (light 200lb): 194lb

Now, this actually happens after a ancient gold dragon and a solar angel.

What happens wrote:

One has 1 charge of haste , 17 ki points, 6 Perfect Strikes and 8 stuns left for his last fight. He goes first. He flurries, he hits (openers on 2s), he stuns (the tarrasque needs a 20 to save). One spends the next few rounds pumping stunning flurries into the beast, followed by about 340 coup-de-grace vital-strike arrows, reducing the tarrasque to about minus 16,000 virtual hp (taking into account DR and regeneration, obviously), which gives him all the time he needs to shovel the machinegunned remains into four bags of holding he’s hired for the day, then turn ethereal (3 ki) and dump them out on the Ethereal Plane, where the beast drives all ghosts to extinction over the course of a decade, then starves into a permanent coma (because regeneration can’t heal starvation damage).

In recognition of his services to the multiverse, One the Zen Archer is awarded the title Lord Ghostslayer and stewardship of the Nine Kingdoms he calls home, where he lives happily ever after.

So the solar was only a narrow victory. Still, One put on a rather good show, didn’t he? Can a wizard or cleric beat Beastmass? Can a paladin or barbarian? How many builds can do it without taking a single point of damage? Let’s look at why One does well, and then consider some build points.

And there are a lot of other people who beat the tarrasque.

Here.


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Get an alcoholic gnome to surround it with a sphere of water and shout philosophical questions at it until it drowns.


Even if you kill the Tarrasque, its regeneration continues to work. Against non-hp effects, it simply returns to life 3 rounds later.

NOTHING suppresses Tarrasque regeneration.

Hibernation prevents the Tarrasque from drowning or suffocating.


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Yeah, the best you can for for it to incapacitate it and send it to another plane.


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I remember reading something about an entire civilization based on keeping the Tarrasque incapacitated. This included continual mutilation of the regenerating corpse, which doubled as a food source for the civilization.


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Cuup wrote:
I remember reading something about an entire civilization based on keeping the Tarrasque incapacitated. This included continual mutilation of the regenerating corpse, which doubled as a food source for the civilization.

The Tarrasque being a herald of a god of chaos, evil, destruction, and the like, I can't imagine it being a good source of nutrition. On the contrary, I can imagine such a civilization starting with the best of intentions but ending up something out of a Lovecraft nightmare. The unknowing army of Rovagug.


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Quintessentially Me wrote:
Cuup wrote:
I remember reading something about an entire civilization based on keeping the Tarrasque incapacitated. This included continual mutilation of the regenerating corpse, which doubled as a food source for the civilization.
The Tarrasque being a herald of a god of chaos, evil, destruction, and the like, I can't imagine it being a good source of nutrition. On the contrary, I can imagine such a civilization starting with the best of intentions but ending up something out of a Lovecraft nightmare. The unknowing army of Rovagug.

It had some of those vibes. But it was 3.5, so the Terrasque was a little more "big monster" than "small herald".


Killing the Tarrasque is in fact impossible by the rules, though the GM is allowed to make up a way.

You can "defeat" it by rendering it unconscious or "temporarily dead" but it's regeneration kicks in even against non-hp effects, bringing it back to life after 3 rounds. You can keep him down and out of the fight, but there is no "killing" him.


Sphere of annihilation? Maybe?


Laiho Vanallo wrote:
Sphere of annihilation? Maybe?

The body reforms after 3 rounds.

The Tarrasque is more plot device than monster. You can beat it down, imprison it, or send it somewhere else. It never truly goes away.


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Why is everybody always trying to kill me?

ME?

What did I do to you?

Nothing, nothing at all. Not a dang thing. Unless you count eating hundreds of adventurers and thousands of villagers and their livestock. But a guy's gotta eat, right? And the adventurers weren't even my fault! They came to me, they picked the fight. Not me. Not my fault!

Hey, I have an idea. Why don't you all leave me alone for a change. Stop trying to kill me. In return, I'll ask Mrs. Tarrasque if she knows any good recipes for orc or goblin or red dragon. You know, so we can back off of your precious villages.

Deal? Forgive and forget? Live and let live (not that you can kill me anyway)?

Dark Archive

Honestly, as a player if ever the DM had my group encountering the tarrasque, my first thought would be "we're doomed". My second thought would be "Why does the GM hate us?" Haven't read the info for the Pathfinder version yet. But in 3.5 even a party of level 60 epics were extremely likely to die when fighting it. And these would be the people who routinely fight the stupidly insanely overpowered stuff. Anything less then high epic levels, and the players may as well kiss their bass goodbye.


Snowlilly wrote:

Even if you kill the Tarrasque, its regeneration continues to work. Against non-hp effects, it simply returns to life 3 rounds later.

NOTHING suppresses Tarrasque regeneration.

Hibernation prevents the Tarrasque from drowning or suffocating.

Undead type does.

All you need to do is animate it within 3 turns (because if it takes more than that it regenerates to life).


Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.


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DM_Blake wrote:

Why is everybody always trying to kill me?

ME?

What did I do to you?

Nothing, nothing at all. Not a dang thing. Unless you count eating hundreds of adventurers and thousands of villagers and their livestock. But a guy's gotta eat, right? And the adventurers weren't even my fault! They came to me, they picked the fight. Not me. Not my fault!

Hey, I have an idea. Why don't you all leave me alone for a change. Stop trying to kill me. In return, I'll ask Mrs. Tarrasque if she knows any good recipes for orc or goblin or red dragon. You know, so we can back off of your precious villages.

Deal? Forgive and forget? Live and let live (not that you can kill me anyway)?

You were probably doing those villages a favor anyway. They would probably died to famine, the plague or something equally nasty. You gave them a merciful quick death. Not to mention preventing them from overpopulating and disrupting the entire ecosystem. You just never get any appreciation for your valuable service.


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Starbuck_II wrote:
Snowlilly wrote:

Even if you kill the Tarrasque, its regeneration continues to work. Against non-hp effects, it simply returns to life 3 rounds later.

NOTHING suppresses Tarrasque regeneration.

Hibernation prevents the Tarrasque from drowning or suffocating.

Undead type does.

All you need to do is animate it within 3 turns (because if it takes more than that it regenerates to life).
Kahel Stormbender wrote:
Honestly, as a player if ever the DM had my group encountering the tarrasque, my first thought would be "we're doomed". My second thought would be "Why does the GM hate us?" Haven't read the info for the Pathfinder version yet. But in 3.5 even a party of level 60 epics were extremely likely to die when fighting it. And these would be the people who routinely fight the stupidly insanely overpowered stuff. Anything less then high epic levels, and the players may as well kiss their bass goodbye.

At level 60, she is 1/2 your CR.

She isn't worth any EXP in D&D.
Level 25 epic should be the highest needed without optimizing.

It can't hurt a Level 22 tank (remember AC's go to 60 easily by then through epic magic items).
You'll easily afford a Epic Displacement robe (thus 50% miss at all times). In 3.5, wish alone kills it if wounded.


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Kahel Stormbender wrote:
Honestly, as a player if ever the DM had my group encountering the tarrasque, my first thought would be "we're doomed". My second thought would be "Why does the GM hate us?" Haven't read the info for the Pathfinder version yet. But in 3.5 even a party of level 60 epics were extremely likely to die when fighting it. And these would be the people who routinely fight the stupidly insanely overpowered stuff. Anything less then high epic levels, and the players may as well kiss their bass goodbye.

Not really. In 3.5 the Tarrasque was weaker (IIRC) than the current Paizo version of the Tarrasque. The only thing that ever made the tarrasque a challenge was the plot armor. A 20th level PC on their own is usually strong enough to knock the Tarraque unconscious before they go down. The problems was usually keeping it down or getting rid of it before it could cause you more trouble.

I think most people answers were to plane shift the big T to either the ethereal or negative energy planes.


Melkiador wrote:
Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.

The Terrasque's regeneration specifically says nothing can suppress it. So if you would somehow defeat the regeneration, you instead don't.

It's plot armor. That's the point of it.


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The Tarrasque is not even close to a fight for a well-built 18-20th level party. The only difficulty is rules lawyering with the DM on whether the ridiculous magic shenanigans you get up to will "kill" it.

There was a time when it wasn't immune to ability drain/damage and it was easier to just throw the right incorporeal undead at it until it had 0 mental stats. That didn't even require being very high level.


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OldSkoolRPG wrote:
DM_Blake wrote:

Why is everybody always trying to kill me?

ME?

What did I do to you?

Nothing, nothing at all. Not a dang thing. Unless you count eating hundreds of adventurers and thousands of villagers and their livestock. But a guy's gotta eat, right? And the adventurers weren't even my fault! They came to me, they picked the fight. Not me. Not my fault!

Hey, I have an idea. Why don't you all leave me alone for a change. Stop trying to kill me. In return, I'll ask Mrs. Tarrasque if she knows any good recipes for orc or goblin or red dragon. You know, so we can back off of your precious villages.

Deal? Forgive and forget? Live and let live (not that you can kill me anyway)?

You were probably doing those villages a favor anyway. They would probably died to famine, the plague or something equally nasty. You gave them a merciful quick death. Not to mention preventing them from overpopulating and disrupting the entire ecosystem. You just never get any appreciation for your valuable service.

Yeah, I know, right?

Well, no, I don't know. Too many big words. Hard to know the meaning of any word bigger than "C H O M P ! ! !".

What's an ecosystem?

But whatever... Yeah, right!


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Melkiador wrote:
Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.

I should C H O M P ! ! ! you for trying to break the rules like that.

My body is armored, my head is armored, my claws are armored, my teeth are armored, even my eyelids are armored. But you know what is even more armored than that? MY REGENERATION!!!

Yeah, that's right. Armored regeneration. It's a thing. My thing. My regeneration cannot be suppressed, prevented, circumvented, or ignored. I don't know what those words mean, but I'm sure they're true...


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Claxon wrote:
Melkiador wrote:
Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.
The Terrasque's regeneration specifically says nothing can suppress it. So if you would somehow defeat the regeneration, you instead don't.

I don't see that rule. Can you quote it?


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DominusMegadeus wrote:

The Tarrasque is not even close to a fight for a well-built 18-20th level party. The only difficulty is rules lawyering with the DM on whether the ridiculous magic shenanigans you get up to will "kill" it.

There was a time when it wasn't immune to ability drain/damage and it was easier to just throw the right incorporeal undead at it until it had 0 mental stats. That didn't even require being very high level.

I evolved.

Although, Mrs. Tarrasque still calls me an unevolved neanderthal cave-tarrasque...

I'd C H O M P ! ! ! her for that but she has bigger teeth.


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Claxon wrote:
I think most people answers were to plane shift the big T to either the ethereal or negative energy planes.

That would be a cool campaign idea. Shadowpocalypse starts to sweep the world, adventurers save some people and work their way up to realizing that some idiot sent the Tarrasque to the Negative Energy Plane, creating endless Shadows because it dies over and over. Their only recourse is to go there and get the corpse past the epicenter of the Shadowpocalypse and a bunch of Zon-Kuthon worshipping nutjobs who think the infinite deathcycle creating horrific undead life-suckers is a pretty swell set-up.

A better idea is the Positive Energy Plane. Explode in light forever, no messy cleanup.


Easy.

Get a job working for Paizo. Be involved with the editing/publishing the various Bestiaries. Change the text, removing the plot armor. La! A Tarrasque that can be killed!

(Don't eat me, DM_Blake! They asked. I gave an answer.)


Starbuck_II wrote:
Snowlilly wrote:

Even if you kill the Tarrasque, its regeneration continues to work. Against non-hp effects, it simply returns to life 3 rounds later.

NOTHING suppresses Tarrasque regeneration.

Hibernation prevents the Tarrasque from drowning or suffocating.

Undead type does.

All you need to do is animate it within 3 turns (because if it takes more than that it regenerates to life).

That would be an attempt to suppress the Tarrasques regeneration, which is not possible.

Tarrasque regeneration does not follow the rules for normal regeneration.


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The regeneration only says an attack cannot suppress it. Turning something into an undead isn't an attack.


Melkiador wrote:
Claxon wrote:
Melkiador wrote:
Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.
The Terrasque's regeneration specifically says nothing can suppress it. So if you would somehow defeat the regeneration, you instead don't.
I don't see that rule. Can you quote it?
Tarrasque wrote:
Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration
Melkiador wrote:
The regeneration only says an attack cannot suppress it. Turning something into an undead isn't an attack.

Do you really want to go through the semantic argument that an attempt to permanently kill something is not an attack?

(Attack: verb 1. take aggressive action against)


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DM_Blake wrote:


Yeah, I know, right?

Well, no, I don't know. Too many big words. Hard to know the meaning of any word bigger than "C H O M P ! ! !".

What's an ecosystem?

But whatever... Yeah, right!

Oh, I'm sorry you had trouble understanding the big words. Let me help

Village means "Food"
Ecosystem means "Food"
Adventurer means "Food"

In fact whenever in doubt about what a word means it probably just means "food".


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"Form of attack". There are ways to suppress regeneration that aren't attacks. Unfortunately, the tarasque is immune to most of them through other immunities.


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OldSkoolRPG wrote:
DM_Blake wrote:


Yeah, I know, right?

Well, no, I don't know. Too many big words. Hard to know the meaning of any word bigger than "C H O M P ! ! !".

What's an ecosystem?

But whatever... Yeah, right!

Oh, I'm sorry you had trouble understanding the big words. Let me help

Village means "Food"
Ecosystem means "Food"
Adventurer means "Food"

In fact whenever in doubt about what a word means it probably just means "food".

Now you're speaking my language!

Here, let me try...

OldSkoolRPG means "Food". C H O M P ! ! !

Hey, you were right!


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Melkiador wrote:
Claxon wrote:
Melkiador wrote:
Hit it with an ability that suppresses extraordinary abilities. Kill it. Wait 3 rounds. The reneration effect won't go off on the 3rd round of death. It stays dead, because it doesn't have a clause to bring it back after the 3rd round.
The Terrasque's regeneration specifically says nothing can suppress it. So if you would somehow defeat the regeneration, you instead don't.
I don't see that rule. Can you quote it?
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.

And then there was a giant discussion about what "attack" means.


Melkiador wrote:
"Form of attack". There are ways to suppress regeneration that aren't attacks. Unfortunately, the tarasque is immune to most of them through other immunities.

If you're trying to suppress my regeneration, you're attacking me - the "form of attack" is whatever you're using against my regeneration. Which therefore auto-fails.


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DM_Blake wrote:
Melkiador wrote:
"Form of attack". There are ways to suppress regeneration that aren't attacks. Unfortunately, the tarasque is immune to most of them through other immunities.
If you're trying to suppress my regeneration, you're attacking me - the "form of attack" is whatever you're using against my regeneration. Which therefore auto-fails.

So, if I suppress your regeneration on accident it's ok? Now we just need a nectomancer who doesn't know what he's doing.

Btw, I disagree with your definition of "form of attack". An attack is either something that does damage or requires a hit roll.


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Melkiador wrote:
DM_Blake wrote:
Melkiador wrote:
"Form of attack". There are ways to suppress regeneration that aren't attacks. Unfortunately, the tarasque is immune to most of them through other immunities.
If you're trying to suppress my regeneration, you're attacking me - the "form of attack" is whatever you're using against my regeneration. Which therefore auto-fails.

So, if I suppress your regeneration on accident it's ok? Now we just need a nectomancer who doesn't know what he's doing.

Btw, I disagree with your definition of "form of attack". An attack is either something that does damage or requires a hit roll.

Claxon wrote:


And then there was a giant discussion about what "attack" means.

Boy you sure called that one. Are you psychic?


Melkiador wrote:
Btw, I disagree with your definition of "form of attack". An attack is either something that does damage or requires a hit roll.

Excellent.

So I can hit you with a Sleep spell and that's not an attack?


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Looks like I was mistaken:
"Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone."

I'm still not sure animate dead qualifies since it doesn't require a save or technically target a creature. But it may just cause a case of having one undead terrasque and one living one after 3 rounds.


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Snowlilly wrote:
Laiho Vanallo wrote:
Sphere of annihilation? Maybe?

The body reforms after 3 rounds.

The Tarrasque is more plot device than monster. You can beat it down, imprison it, or send it somewhere else. It never truly goes away.

Yeah but if the sphere would stay in place, would the body just get destroyed over and over again and prevent the regeneration from kicking in?

Well until somebody moved the sphere out of the spot?

Also the regeneration rules are as follow:

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.

however the sphere of annihilation state:

"A sphere of annihilation is a globe of absolute blackness 2 feet in diameter. Any matter that comes in contact with a sphere is instantly sucked into the void and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character."

We are not talking about a instant death effect or disintegration effect here. All the matter composing the Tarasque would be sucked into the void.

Dark Archive

And then 3 rounds later it'd be back. Even reducing a tarrasque down to it's component sub-atomic atoms can't keep it dead. If the description specifically says "but the method to truly kill it has yet to be discovered"... Do you really think nobody has tried a sphere of annihilation or sending it to the negative energy plane? Or any other plane that normally is an instead dead result?


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Laiho Vanallo wrote:

however the sphere of annihilation state:

"A sphere of annihilation is a globe of absolute blackness 2 feet in diameter. Any matter that comes in contact with a sphere is instantly sucked into the void and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character."

We are not talking about a instant death effect or disintegration effect here. All the matter composing the Tarasque would be sucked into the void.

The tarrasque is the Herald of Rovagug. The question becomes, is the Tarrasque's regeneration considered divine will.

Rules won't answer this question, it falls back to plot device. Parking a Sphere of Annihilation on top of the Tarrasque would certainly take it out of action, but so would parking it in another plane or on the bottom of the ocean.


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I do wonder what happens when you animate its corpse. Does the undead gain the regeneration or does a living terrasque pop next to the undead one after 3 rounds.

Dark Archive

Or does the spell simply fail horribly as the tarrasque is going to come back to life anyway?


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Kahel Stormbender wrote:
Or does the spell simply fail horribly as the tarrasque is going to come back to life anyway?

I don't see a reason to think that's the case. The spell just requires a corpse, which the terrasque leaves. It doesn't say anything about how long the creature has to stay dead.


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you find the plot device that your dm create to kill it

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