Tarrasque. Magic Jar. Instant Apotheosis?


Pathfinder First Edition General Discussion

51 to 100 of 114 << first < prev | 1 | 2 | 3 | next > last >>

2 people marked this as a favorite.

"There is no known way to kill the tarrasque."

You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar? Obviously they did. Obviously it didn't work.

The text cannot fully encompass all possibilities, so of course enterprising players can figure out any number of ways that are not covered by the text.

Any solution that does not invoke the direct intervention of a few deities (at least Sarenrae) will have no hope of succeeding at permanently killing the creature should I GM a tarrasque encounter. Though PCs can succeed at making it return to hibernation.


LoreKeeper wrote:

"There is no known way to kill the tarrasque."

You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar? Obviously they did. Obviously it didn't work.

The text cannot fully encompass all possibilities, so of course enterprising players can figure out any number of ways that are not covered by the text.

Any solution that does not invoke the direct intervention of a few deities (at least Sarenrae) will have no hope of succeeding at permanently killing the creature should I GM a tarrasque encounter. Though PCs can succeed at making it return to hibernation.

That's actually a really great house rule - but it's kind of fluff text. That said, Regeneration in the creature description specifically spells out that "the method to truly kill it has yet to be discovered"... except, of course, that it apparently has been discovered in Golarion because the Tarrasque is dead. They even know where it is.

Also: NINJA'D by wraithstrike! Well done, sir, well done!


LoreKeeper wrote:

"There is no known way to kill the tarrasque."

You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar? Obviously they did. Obviously it didn't work.

The text cannot fully encompass all possibilities, so of course enterprising players can figure out any number of ways that are not covered by the text.

Any solution that does not invoke the direct intervention of a few deities (at least Sarenrae) will have no hope of succeeding at permanently killing the creature should I GM a tarrasque encounter. Though PCs can succeed at making it return to hibernation.

Having 30+ Int doesn't mean you'll think to try simple things. 30+ Wis, maybe, but I've seen many a brilliant man laid low by a failure to apply Occam's Razor to their problems. The simple solutions are often the best, but then, simple as it is, given that most people use magic jar as a means of preventing their own death/possessing others, as opposed to a means of killing (as, in all but extreme corner cases, there are simpler, faster, and easier methods of killing, hence few would think to attempt to use it outside of its usual context.)

But anyway. If someone killed the Tarrasque in Golarion, I see no reason why the PCs shouldn't be able to achieve something that significant in a non-Golarion or post-Resurrected Tarrasque setting.

Grand Lodge

Tacticslion wrote:
LoreKeeper wrote:

"There is no known way to kill the tarrasque."

You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar? Obviously they did. Obviously it didn't work.

The text cannot fully encompass all possibilities, so of course enterprising players can figure out any number of ways that are not covered by the text.

Any solution that does not invoke the direct intervention of a few deities (at least Sarenrae) will have no hope of succeeding at permanently killing the creature should I GM a tarrasque encounter. Though PCs can succeed at making it return to hibernation.

That's actually a really great house rule - but it's kind of fluff text. That said, Regeneration in the creature description specifically spells out that "the method to truly kill it has yet to be discovered"... except, of course, that it apparently has been discovered in Golarion because the Tarrasque is dead. They even know where it is.

Also: NINJA'D by wraithstrike! Well done, sir, well done!

The Tarrasque in Golarion isn't dead. it's trapped. Different story. If found and released it still goes on a rampage destroying everything and everyone in its path. Big difference from being dead.


Krome wrote:
The Tarrasque in Golarion isn't dead. it's trapped. Different story. If found and released it still goes on a rampage destroying everything and everyone in its path. Big difference from being dead.

Actually, it's pretty strongly indicated that it is. "Resurrection" is difficult to perform in any useful way on a living creature. "Vanquished" and "laid low" indicate its death. The fact that the body was "hidden away" means it wasn't resisting when it was, in fact, hidden. The reason the body was hidden isn't spoken of, but primarily, knowing, as we do (and they did at the time) that depraved cultists would seek to raise it from the dead is a pretty good reason to do so.

Further, I've recently read

a kind of big spoiler for an AP:

in Legacy of Fire where it's pretty strongly indicated to be dead.

In some ways, like Aroden, no one has seen the body, so you get crazies who say "it's not dead!", but really there's no reason to believe otherwise when Paizo's been pretty clear on it.

Liberty's Edge

Tacticslion wrote:
Krome wrote:
The Tarrasque in Golarion isn't dead. it's trapped. Different story. If found and released it still goes on a rampage destroying everything and everyone in its path. Big difference from being dead.

Actually, it's pretty strongly indicated that it is. "Resurrection" is difficult to perform in any useful way on a living creature. "Vanquished" and "laid low" indicate its death. The fact that the body was "hidden away" means it wasn't resisting when it was, in fact, hidden. The reason the body was hidden isn't spoken of, but primarily, knowing, as we do (and they did at the time) that depraved cultists would seek to raise it from the dead is a pretty good reason to do so.

Further, I've recently read
** spoiler omitted **

In some ways, like Aroden, no one has seen the body, so you get crazies who say "it's not dead!", but really there's no reason to believe otherwise when Paizo's been pretty clear on it.

Outdated informations, from The Innersea World Guis (most recent Paizo document about the Tarrasque AFAIK):

-632 The Tarrasque, greatest of the Spawns of Rovagug, destroys Ninshambur and devastates Avistan until it is defeated and sealed away in a hidden cavern.

Nothing about killing it or laid it low.

The Tarrsque regeneration is special as it work even against a death effect, while normal regeneration would not work against that.

So Ashiel and I are both partially right. The Tarrasque can't be killed by hp damage, so in that situation it can't be animated.
An death attack could kill it but then its special regeneration would rise it from the dead in 3 rounds. In that situation it could potentially be animated as a undead.

I am not convinced that its special regeneration would be blocked by something as paltry as being animated as a mindless undead but that would be the relevant GM call.

A fun solution would be to have the body of the Tarrasque being animated as an undead and the it regenerating back a new body from some spilled blood.
Follow titanic clash between the undead Tarrasque body and the new regenerated Tarrasque in its new body.


LoreKeeper wrote:

"There is no known way to kill the tarrasque."

You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar?

Should I judge by how a lot of other things do or don't happen in Golarion or how you assert they do?


LoreKeeper wrote:
You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar? Obviously they did. Obviously it didn't work.

Regardless of one's intelligence not everyone can know everything. Maybe they didn't think of something so elegantly simple because they were wondering how to word their wish spells. "Obviously" is a far over used term.


Diego Rossi wrote:

-632 The Tarrasque, greatest of the Spawns of Rovagug, destroys Ninshambur and devastates Avistan until it is defeated and sealed away in a hidden cavern.

Nothing about killing it or laid it low.

Nothing about it not dieing either - not actually a contradiction with older stuff, but different wording. It's wording like that which still has people convinced Aroden isn't dead... when James' said several times in no uncertain terms that he is. That said, it's less solid, as this could be ret-conned.

Diego Rossi wrote:

A fun solution would be to have the body of the Tarrasque being animated as an undead and the it regenerating back a new body from some spilled blood.

Follow titanic clash between the undead Tarrasque body and the new regenerated Tarrasque in its new body.

That would be awesome. Who says there's only ever one? :D


2 people marked this as a favorite.

If the OP is correct, the Tarrasque is NOT immune to ability DRAIN. Send in some touch-attacking, strength-draining undead, let's say shadows (IIRC) and let them drain it dry. Assuming you don't get a shadow tarrasque, you either get a still living but harmless Tarrasque, or a common shadow.

That's the problem with all these mega-monsters. The stirges and other hungry touch-attacking monsters would have eaten them for breakfast so long ago.

Grand Lodge

Sissyl wrote:

If the OP is correct, the Tarrasque is NOT immune to ability DRAIN. Send in some touch-attacking, strength-draining undead, let's say shadows (IIRC) and let them drain it dry. Assuming you don't get a shadow tarrasque, you either get a still living but harmless Tarrasque, or a common shadow.

That's the problem with all these mega-monsters. The stirges and other hungry touch-attacking monsters would have eaten them for breakfast so long ago.

I'm pretty sure in its immunities it also lists ability drain.

(Edit: I guess it says energy drain. Is that not the same thing?)

RPG Superstar 2010 Top 32

The tarrasque is still not immune to Plane Shift.

Interesting fact: in core, only celestials get Plane Shift. No demons or devils get it.


LoreKeeper wrote:


You think that none of the greatest minds with 30+ Int on Golarion didn't figure out to try something simple as Magic Jar?

Yes.

You think that the greatest minds with 30+ Int on Golarion would have full knowledge of the thing's stat block? A single creature immediately threatening the world with apocalypse isn't very conductive to study and research.


A Man In Black wrote:

The tarrasque is still not immune to Plane Shift.

Interesting fact: in core, only celestials get Plane Shift. No demons or devils get it.

I think that was done on purpose to keep the trope of them having to be summoned/called, and it is a good reason as to why they have not taken over.

I think the takeover reason was given in one of the splat books for 3.5. I couldn't tell you which one though.


EntrerisShadow wrote:
Sissyl wrote:

If the OP is correct, the Tarrasque is NOT immune to ability DRAIN. Send in some touch-attacking, strength-draining undead, let's say shadows (IIRC) and let them drain it dry. Assuming you don't get a shadow tarrasque, you either get a still living but harmless Tarrasque, or a common shadow.

That's the problem with all these mega-monsters. The stirges and other hungry touch-attacking monsters would have eaten them for breakfast so long ago.

I'm pretty sure in its immunities it also lists ability drain.

(Edit: I guess it says energy drain. Is that not the same thing?)

No, it's not. Ability damage is where your ability scores are temporarily dropped to lower amounts by some negative effect, but get better over time. Ability drain is a (theoretically-but-not-really-with-Pathfinder's-restoration-effects) permanent lowering of ability scores by some negative effect. Energy drain is the institution of negative levels, whether permanent or temporary. Basically the Tarrasque can't be made "weaker" by negative levels... but it can be literally made weaker, i.e. it's strength could be lowered by various ways. Also, at 0 CON, you're dead. Completely. Regeneration doesn't help against ability drain, IIRC. So, actually, yeah, sicking stirges (or something similar) on it would be the best thing. Weird.


A Man In Black wrote:

The tarrasque is still not immune to Plane Shift.

Interesting fact: in core, only celestials get Plane Shift. No demons or devils get it.

I REALLY like what I think you're insinuating there.


Tacticslion wrote:
So, actually, yeah, sicking stirges (or something similar) on it would be the best thing. Weird.

Eh-heheheheheh. Oops. My bad. Stirges deal ability damage which the Tarrasque is immune to. NEVERMIND PEOPLE CARRY ON.

(Wraiths, on the other hand, could sit in his space for about ten minutes and take care of it.)


This thread is the obvious reason that they have not released the epic rules set yet. Paizo is still trying to come up with a good way to prevent people from killing the Tarrasque.


Irulesmost wrote:


I REALLY like what I think you're insinuating there.

Wait, what's being insinuated here?


JMD031 wrote:
This thread is the obvious reason that they have not released the epic rules set yet. Paizo is still trying to come up with a good way to prevent people from killing the Tarrasque.

Um... why, precisely, is this a problem? Monster = uber killing machine. It's ridiculously powerful. This thread? It's a bunch of people being forced to think outside the box utilizing the tools they have at hand to do outrageous things - in this case kill the Tarrasque. It's what think-tanks are for!


Tacticslion wrote:
Basically the Tarrasque can't be made "weaker" by negative levels... but it can be literally made weaker, i.e. it's strength could be lowered by various ways. Also, at 0 CON, you're dead. Completely. Regeneration doesn't help against ability drain, IIRC. So, actually, yeah, sicking stirges (or something similar) on it would be the best thing. Weird.

Not really, a vampire can be stopped simply by flowing water. All creatures have a weakness somewhere, and generally the harder it is to find, the simpler it actually is, human nature being what it is. Ability drain hurts; the hard part is finding enough creatures capable of it to take the tarrasque out before it can take them out.


Jeranimus Rex wrote:
Irulesmost wrote:


I REALLY like what I think you're insinuating there.
Wait, what's being insinuated here?

Celestial being planeshifts the tarrasque to one of the lower planes. The Core fiends are incapable of planeshifting it back out. Being of pure destruction does what it does best, amongst allofthe fiends, preventing them from mounting offensives, as well as killing tons of evil outsiders on their home planes, thereby ending two threats at once.

JMD031 wrote:
This thread is the obvious reason that they have not released the epic rules set yet. Paizo is still trying to come up with a good way to prevent people from killing the Tarrasque.

And to this, I say humbug. They already made it vastly stronger than its old self, as well as any other bestiary entry. No, it's not supposed to be unkillable. It's not even God or Demigod status (and even those aren't unkillable, even in Golarion canon, see Tar-Baphon, Aroden, etc.)

Incidentally, unless I'm getting this wrong, slaying (not just defeating) Achaekek is as simple as an antimagic field and a couple of mounted chargers.
And Treerazer goes down to a couple Holy Cannons and called shots, with probable vital striking (vs. Wings, then legs, then wherever)

So anyway, yeah. Slaying super-high CR creatures is usually done with simple tactics. The problem is always the ability to set up the advantageous situation in the first place. But, seriously, these are the only encounters in the book where you have to specifically theorycraft ways for a 20th level party to succeed. And that's a big deal, because at high levels, the vast majority of level-appropriate encounters are going to just be straight up dealt with in 2-3 rounds if the party knows what it's doing, unless the GM gives the enemies the benefits of metagaming.


See I miss the old 2E days. When the Tarrasque had a very important purpose. In 2E Vorpal Weapons were made from the teeth and nails of a Tarrasque. There was no other way to get them.

So in order to get these, people would search for this ellusive beast. when found asleep and hibernating they would start up a gold mine type town, and they would "mine" the material. As long as they were careful and watched how much they were processing the town could develop and highly sought after and lucritve trade commodity. Of course there was always the constant threat that it would wake, but the money invovled was just too much to not pass up.

I miss that, the Tarrasque now is not got same flare that it use to have. And yes it should be impossible to kill. Well it can be killed but upon the death of the Tarrasque another one appears. There is no real way to kill it, and only 1 exists at any given point in the realm, at least that was how the original concept was and how Me and my friends play it.


But what is your opinion on the beast before D&D got ahold of it?

The Exchange

Irulesmost wrote:
Celestial being planeshifts the tarrasque to one of the lower planes. The Core fiends are incapable of planeshifting it back out. Being of pure destruction does what it does best, amongst allofthe fiends, preventing them from mounting offensives, as well as killing tons of evil outsiders on their home planes, thereby ending two threats at once.

I'm not sure that giving the legions of the damned unlimited access to an unstoppable engine of destruction is the best example of long term planning in the universe... ;)


ProfPotts wrote:
Irulesmost wrote:
Celestial being planeshifts the tarrasque to one of the lower planes. The Core fiends are incapable of planeshifting it back out. Being of pure destruction does what it does best, amongst allofthe fiends, preventing them from mounting offensives, as well as killing tons of evil outsiders on their home planes, thereby ending two threats at once.
I'm not sure that giving the legions of the damned unlimited access to an unstoppable engine of destruction is the best example of long term planning in the universe... ;)

Well, if you sent it to Hell (devils, which are the "legions" of the evil outsiders), they'd almost certainly deal with it for you, because they don't like Rovagug or his scions any more than most anybody else does. However, do you really want to send a nigh-unstoppable engine of destruction to the plane of the main force keeping the infinite hordes of demons in check? That could be just the thing the demons need to break the stalemate. That would possibly be even worse than dealing with the Tarrasque. At least the Tarrasque can only demolish one city on one plane at a time.

The Exchange

Right, 'hordes' not 'legions' - evil faux pas! :)

Liberty's Edge

It is unlikely that a GM should allow a player to kill the Terrasque using this method- however, explicitly removing its soul should essentially end the threat, and being able to run around in a Terrasque body is pretty great too.

Most assuredly, Magic Jar is not some 'crazy thing'. This is a definite way to "beat" the Terrasque, for certain. It's not just within the rules- it's pretty clearly within the intentions of the Magic Jar spell's capabilities.

The Exchange

I know how I would work on this. The Tarrasque, has no soul to begin with.

Liberty's Edge

Why the hostility to Magic Jar? This isn't some just-released splat concept here- Magic Jar has been in the game since, what, the 80s? Doing the exact same job?

I don't see why this wouldn't work. Seriously, the spell is like, right there.


Crimson Jester wrote:
I know how I would work on this. The Tarrasque, has no soul to begin with.

I agree. The Tarrasque has no Soul.

2nd Edition Entry: I highlighted some key parts.

Spoiler:
Tarrasque

CLIMATE/TERRAIN: Any land
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: See below
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: See below
ALIGNMENT: Nil
NO. APPEARING: 1
ARMOR CLASS: -3
MOVEMENT: 9, Rush 15
HIT DICE: 300 hp (approx. 70 HD)
THAC0: -5
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-12/1-12/2-24/5-50/1-10/1-10
SPECIAL ATTACKS: Sharpness bite, terror
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (50' long)
MORALE: Champion (15)
XP VALUE: 107,000

The legendary tarrasque, for there is fortunately only one known to exist, is the most
dreaded monster native to the Prime Material plane. The creature is a scaly biped with
two horns on its head, a lashing tail, and a reflective carapace.

Combat: The tarrasque is a killing machine and when active (see below) eats everything
for miles around, including all animals and vegetation. Normal attacks are with its two
forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of
damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness,
severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks
(1d10 points of damage each).
Once every turn, the normally slow-moving tarrasque can rush forward at a movement
rate of 15, making all horn attacks cause double damage and trampling anything
underfoot for 4d10 points of crushing damage.
The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be
paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or
more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that
manage to succeed with a saving throw vs. paralyzation are not affected (though they
often still decide to run away).
The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays
such as lightning bolts, cones of cold, and even magic missiles are useless against it. The
reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster
(affecting him normally), while the rest bounce off harmlessly to the sides and into the
air.
The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a
rate of 1 hit point per round. Only enchanted weapons (+1 or better) have any hope of
harming the tarrasque. The Tarrasque is totally immune to all psionics.

Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time.
Typically, the monster comes forth to forage for a week or two, ravaging the countryside
for miles around. The tarrasque then seeks a hidden lair underground and lies dormant,
sleeping for 5d4 months before coming forth again. Once every decade or so, the monster
is particularly active, staying awake for several months. Thereafter its period of
dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be
about 1:30.

Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -
30 or fewer hit points and a wish is then used. Otherwise, even the slightest piece of the
tarrasque can regenerate and restore the monster completely. Legend says that a great
treasure can be extracted from the tarrasque's carapace. The upper portion, treated with
acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp
base value each). The underbelly material, mixed with the creature's blood and
adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths
into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and
the dwarves aren't likely to do it for free.
It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed
by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature
of the tarrasque leads the few living tarrasque experts to speculate that the elemental
princes of evil have something to do with its existence. In any case, the location of the
tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly
grows over all remnants of its presence. It is rumored that the tarrasque is responsible for
the extinction of one ancient civilization, for the records of their last days spoke of a
``great reptilian punisher sent by the gods to end the world.''

Note: Creatures with a minus THAC0 can only be hit on a 1.

The idea is that it is not natural. It was created and therefore is some what like a Construct in that it has no soul and this is how I would rule that. I love the Tarrasque, it is the ultimate BBEG.

Further information is in Dragon Magazine #296, and Dragon Magazine #359


I don't know if you know this or not but Pathfinder is not only not the same game system as 2e but it is predicated on an entirely different fantasy world that Paizo made a distinct effort to make new and unique personalities and motivations for the creatures therein.

Are you going to start quoting 2E stuff about Goblins and Gnolls in arguments about Pathfinder next?


To people saying it can be killed by death effects and animated, or by means of ability draining it to 0 con - doesn't work unless you first get rid of regeneration. Regeneration specifically says that a creature with regeneration _cannot die_ as long as it's active.

The normal way to remove regeneration (polymorph) doesn't work either.

Liberty's Edge

Well, the 2ed write-up is helpful. But it doesn't say it lacks a soul. It's quite clearly not a construct, and there's no reason to believe you couldn't Magic Jar it.

Liberty's Edge

"It was created and therefore is some what like a Construct in that it has no soul and this is how I would rule that. "

It was created by the gods. I mean, by that standard, you couldn't magic jar anything, and everything is "artificial".


cfalcon wrote:

"It was created and therefore is some what like a Construct in that it has no soul and this is how I would rule that. "

It was created by the gods. I mean, by that standard, you couldn't magic jar anything, and everything is "artificial".

I would rule as a GM that it has no "Soul". it was created as a weapon, only 1 exists, it is something that is not natural. It fits to make it have no soul.

here is varying versions.

3.5

Spoiler:
Tarrasque

Tarrasque
Colossal Magical Beast
Hit Dice:
48d10+594 (858 hp)
Initiative:
+7
Speed:
20 ft. (4 squares)
Armor Class:
35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple:
+48/+81
Attack:
Bite +57 melee (4d8+17/18-20/x3)
Full Attack:
Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach:
30 ft./20 ft.
Special Attacks:
Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities:
Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves:
Fort +38, Ref +29, Will +20
Abilities:
Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills:
Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats:
Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment:
Any
Organization:
Solitary
Challenge Rating:
20
Treasure:
None
Alignment:
Always neutral
Advancement:
49+ HD (Colossal)
Level Adjustment:
-

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

The tarrasque cannot speak.

Combat

The tarrasque attacks with its claws, teeth, horns, and tail.

The tarrasque's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Augmented Critical (Ex): The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Carapace (Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.

Pathfinder

Spoiler:
Tarrasque

This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail.

Tarrasque CR 25

XP 1,638,400

N Colossal magical beast

Init +7; Senses low-light vision, scent; Perception +43

Aura frightful presence (300 ft., DC 27)

Defense

AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)

hp 525 (30d10+360); regeneration 40

Fort +31, Ref +22, Will +12

DR 15/epic; Immune ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; SR 36

Offense

Speed 40 ft.

Melee bite +37 (4d8+15/15–20/×3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)

Ranged 6 spines +25 (2d10+15/×3)

Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)

Special Attacks rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52)

Statistics

Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14

Base Atk +30; CMB +53 (+57 grapple); CMD 66

Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stunning Critical

Skills Acrobatics +3 (+43 when jumping), Perception +43; Racial Modifiers +8 Perception

Languages Aklo (cannot speak)

SQ carapace, powerful leaper

Ecology

Environment any

Organization solitary

Treasure none

Special Abilities

Carapace (Su) The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

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.

Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.

Spines (Ex) The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.

The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.

Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.

4e

Spoiler:
4e Tarrasque

Tarrasque Level 30 Solo Brute
Gargantuan elemental magical beast 95,000 xp

Initiative +23 Senses Perception +19, blindsight 20
Earthbinding aura 40, any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet. Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically.
HP 1,420; Bloodied 710
Regeneration 5
AC 43 Fort 49, Ref 38, Will 32
Immune charm, fear; Resist 10 all
Saving Throws +5
Speed 8, burrow 8, climb 8
Action Points 2

Elder of Annihilation
The tarrasque's attacks ignore all resistances.

*Bite (standard; at-will)
Reach 3; +34 vs AC; 1d12 + 16 damage, and ongoing 15 damage (save ends)
Critical hits made by the tarrasque's bite attack deal an additional 6d12 damage. Any 12 is rerolled and added to the total. (As per a vorpal weapon)

Abominable Roar (standard; recharge when first bloodied) + Fear, Thunder
Close burst 20; +32 vs. Fortitude; 2d12 thunder damage and the tarrasque makes a secondary attack. Secondary Attack: Close burst 20; +32 vs. Will; immobilized until the beginning of the tarrasque's next turn and -2 penalty to attack rolls and defenses (save ends).

Fury of the Tarrasque (standard; can't use while bloodied; recharge 5-6)
The tarrasque makes a bite attack and one of the following attacks:
Rending Bite: Reach 3; +34 vs AC; 3d12 + 16 damage, plus the target takes a -5 penalty to AC until the end of the tarrasque's next turn.
Tail Slap: reach 3, cannot use against the same target it attacked with its bite, +32 vs Fortitude, 3d12 + 16 damage plus the target is pushed 4 squares and knocked prone.

Trample (standard; at-will)
The tarrasque can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the tarrasque must end its move in an unoccupied space. When it enters an enemy's space, the tarrasque makes a trample attack: +33 vs Reflex; 1d12 + 16 damage, and the target is knocked prone.

Frenzy (Standard, usable only while bloodied; at-will)
Close burst 3; the tarrasque makes a bite attack against each creature within the burst.

Eternal Slumber
When the tarrasque is reduced to 0 hit points, it sinks back into the world's core and slumbers once again. The area where it returns to the core is strewn about with 10d10 astral diamonds.

Alignment Unaligned Languages -
Skills Athletics +17, Endurance +14, Insight +11
Str 42 (+31) Dex 26 (+23) Wis 18 (+19)
Con 36 (+28) Int 3 (+11) Cha 7 (+13)

and here is anther neat story arc
Forgotten Realms

2e and 4e list it as no alignment, not even neutral. the rest list it as neutral. The Forgotten Realms entry:
Although the tarrasque is indisputably a force of pure destruction, it is not truly evil or even chaotic by nature, lacking the consciousness necessary for it to take a moral stance. As a result, it is merely neutral in alignment. I would argue that it has no soul.

But Pathfinder made it more of an animal then any other edition. Its still extremly hard to beat its SR and for it to fail its save. But again I would not let Magic Jar work.


So, swap tags for your convenience. Please read all with a warm, wry, and friendly voice, not snarky or sarcastic, because I mean it as the former three, not the latter two.

on regeneration and death:
stringburka wrote:

To people saying it can be killed by death effects and animated, or by means of ability draining it to 0 con - doesn't work unless you first get rid of regeneration. Regeneration specifically says that a creature with regeneration _cannot die_ as long as it's active.

The normal way to remove regeneration (polymorph) doesn't work either.

Except, of course, that its regeneration already doesn't work like normal regeneration in several regards and clearly uses the words "dead" in it to refer to a state that the Tarrasque returns from... after three rounds. It has to be dead in order to return from the dead after three rounds.

Also, found here, if you're interested:

PFSRD wrote:

Constitution (Con)

Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.

Emphasis mine. Now let's compare from here...

PFSRD wrote:

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.

Format: regeneration 5 (fire, acid); Location: hp.

Hm, so at 0 CON, you die, however you can't die with regeneration active. BUT! The general description of regeneration specifies that all regeneration is suppressed by certain attack forms. So let's see what it says in Big T's entry here...

PFSRD wrote:

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.

Wait. It starts by saying that "no form of attack can suppress"... okay, so it currently violates the base form of Regeneration by clarifying that it doesn't follow standard regeneration rules. However, fortunately for us, it continues and clarifies - "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." Curiously, though, it doesn't specify what happens if further damage is inflicted upon its remains. Currently, it doesn't clarify what, exactly, happens if damage [/i]is[/i] inflicted on its remains... just that it doesn't "rise from death 3 rounds later" if that occurs.

Further, if the Tarrasque's regeneration worked like regeneration, the clause "rise from death 3 rounds later" would be moot, as, in fact, it would regenerate from negative hit points enough to kill it to positive hit points in only one round. As noted here

PFSRD wrote:

Hit Points

When your hit point total reaches 0, you're disabled. When it reaches –1, you're dying. When it gets to a negative amount equal to your Constitution score, you're dead. See Injury and Death, for more information.

It's regeneration is 40, however it's constitution score is only 34. That means that even if it were taken into negative hit points equal to it's constitution score it would regenerate all those hit points plus six (6) within one (1) round - not three (3). That means at the end of one round it would regenerate enough hit points that it would rise from unconsciousness with six hit points - not from death with one.

As the Tarrasque is not immune to ability drain, we have a clear conflict in RAW, if, in fact, it cannot be dead, as it can have its constitution reduced to 0 (and thus be dead) by ability drain, even as it can't be dead from its regeneration. Ergo it is both dead and not dead at the same time. Except that, delightfully for us, it clarifies that the Tarrasque also does die... in three-round increments... only to rise from death. That means that, unless we seriously bend logic, it does, in fact, die - for three rounds. So all that stuff works.

on alignment:
On the alignment: 4E doesn't give it an alignment because 4E doesn't have "neutral" they have "unaligned" instead. Its alignment in 3.X is neutral because it's not sentient - it's an animal in sentience. Animals, you'll find in 4E are unaligned too. And in 3.X they're neutral. Just like the Tarrasque.

And Pathfinder gave it more dignity than 3.X-stuff because it actually made him an important part of their setting - Golarion - as an spawn, instrument, and herald of a particular god (Rovagug), instead of possibly being a "derp" by a wizard somewhere.

BUT! For those who cite 2nd Edition, I raise you...

Arevashti wrote:
But what is your opinion on the beast before D&D got ahold of it?

This source predates yours.

Let's see, it's tamable, able to be befriended, redeemed, and able to be murdered by a mob of peasants.

Clearly, that's the way the beast was meant to be played! ;)

All that said, you can totally feel free to play it how you like in your campaign. Creating something that literally can't ever be killed or destroyed seems kind of pointless and hopeless, though. Kinda Lovcraftian, really... :)


The rules only prevent it from being killed by a death spell or hit point damage. Nothing stops it from being killed by OTHER means.

RPG Superstar 2010 Top 32

Jeranimus Rex wrote:
Wait, what's being insinuated here?

That the tarrasque is a celestial war engine, or that solars (et al.) were made to be immortal dogcatchers, or that the tarrasque is part of why demons/devils don't just overrun the Prime, etc. There's a lot of directions you can go with it. I kind of like it as Pelor the Burning Hate theory, myself.


A Man In Black wrote:


That the tarrasque is a celestial war engine, or that solars (et al.) were made to be immortal dogcatchers, or that the tarrasque is part of why demons/devils don't just overrun the Prime, etc. There's a lot of directions you can go with it. I kind of like it as Pelor the Burning Hate theory, myself.

I actually kinda dig that a lot.

So that gives Angels to intervene on the Tarrasque 's behalf, and all of a sudden GMs who are not too keen on this engine of destruction being MJ'd by players a way to get around it by having multiple CR 23 dudes just come in and back it up.


Cartigan wrote:
The rules only prevent it from being killed by a death spell or hit point damage. Nothing stops it from being killed by OTHER means.

While I actually agree with you in principle, there can be an argument made that it can't be killed based off of its regeneration.

The problem is the logical loop made from contradictory elements in the rules.

the logic loop from contradictory rules:
You can drop it's CON score to 0 and it's dead... only regeneration specifies that it can't die so long as regeneration functions... and the Big T's regeneration entry specifies that it can't be suppressed. Of course, Big T's regeneration entry also says that "the method to truly kill it has yet to be discovered", indicating that a) there is a method (via use of the words "the method") and b) it's undiscovered. The other catch comes in from the fact that only a creature with a CON score can have regeneration... and Big T can have his CON score reduced to 0. Having a 0 in a score is not the same as not having a score... but it means you're dead and have no hit points (not 0 hit points... none). Which violates the Tarrasque's regeneration clause that it returns from the dead with one hit point... because it can't have hit points, because it's constitution is 0. Regeneration also specifies that "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." So attack forms that deal constitution drain are not healed by regeneration... including the Tarrasque's. Which means that when it's CON is drained, it can't restore it in order to return to life in three rounds because regeneration specifically states that it can't heal those forms of damage. Yet Big T's regeneration also states that it returns to life three rounds later, regardless, upon failing a save against a death effect or any effect that would kill it instantly... including an effect that would drain it's CON to 0. Yet while it's dead, it should be able to have effects that negate it's CON applied to it, like animate dead. Yet it can't, because the regeneration specifies that it comes back to life from being dead. Specific trumps general, in most cases... yet the specific indicates that there are ways around it even as it says there aren't ways around it.

Sooooooooooo... logic loop and inherently contradictory rules. Stupid, yes, and using non-fallacious logic, it's obvious that a) the Tarrasque can be killed, and b) the way to do it is through non-expected ways (like those discussed here). Again, otherwise the universe would be pointless because the Tarrasque will end it all, eventually. Effectively, he's one of the Great Old Ones... which some GMs might like, actually (especially since it's not even sentient, similar to some of the Great Old Ones descriptions).

And Jeranimus Rex: sort of. They wouldn't kill good characters, nor would they just let the Tarrasque rampage willy-nilly... they are, after all, angels, and doing either of those would inherently go against their essences. But yes, there are ways that they can support the Tarrasque while trying to keep it controlled. My personal solution (if I were the angels) would be for them to create a demiplane and just planeshift it there, then bring it out when they need it.


Tacticslion wrote:
sort of. They wouldn't kill good characters, nor would they just let the Tarrasque rampage willy-nilly... they are, after all, angels, and doing either of those would inherently go against their essences. But yes, there are ways that they can support the Tarrasque while trying to keep it controlled. My personal solution (if I were the angels) would be for them to create a demiplane and just planeshift it there, then bring it out when they need it.

Right, there are other ways for Angels to deal with a party of righteous crusaders trying to protect their town from French Mythology.

Solars have imprisonment at will and a whole slew of other neat tricks, and I'm sure Angels would intervene in a way that would make sense for the being to do.

I mean, if the Tarrasque was CON-drained, then it could be possible for a whole bunch of em to come in after the party successfully vanquished it and heal it of the drain.

-OR-

Have a whole bunch of opportunistic Evil Outsiders start invading and raising hell.(pun intended.) And then have the party go on a quest to undo the damage they caused.

Silver Crusade

This is why BBEG's should be immune to possession and mind effecting effects. :)

My view is that RAW it's possible. However in my games I don't really want my players to be wandering around with a new shiny (literally) Tarrasque body. I feel that this would somewhat unbalance the game...

Personally I would allow the spell to go off but say that the influence of Rovagug fights the possession. I would then rule that the Tarrasque is effectively stunned for (say) 1d6 rounds before the invading soul is pushed out. That way the player gets reward for innovative thinking (which I am all for) without one shotting one of the biggest bads in the system (which I see as kind of lame.)

I would also make sure that I warned my players that whilst this may have an effect, it won't necessarily work completely. Arbitrarily saying no is bad but so is trivialising a creature that is supposed to be a threat for civilisations.


If the Tarrasque had no soul, wouldn't that just mean it gets no save vs. Magic Jar?

And really, I think I'd rather take those alternative ideas (Celestial war machine) and run with them. But then, how to explain the whole herald of Rovagug thing?

Has this Int 3 being of great power and destruction incarnate really been a double agent ALL ALONG?!


FallofCamelot wrote:

This is why BBEG's should be immune to possession and mind effecting effects. :)

My view is that RAW it's possible. However in my games I don't really want my players to be wandering around with a new shiny (literally) Tarrasque body. I feel that this would somewhat unbalance the game...

Personally I would allow the spell to go off but say that the influence of Rovagug fights the possession. I would then rule that the Tarrasque is effectively stunned for (say) 1d6 rounds before the invading soul is pushed out. That way the player gets reward for innovative thinking (which I am all for) without one shotting one of the biggest bads in the system (which I see as kind of lame.)

I would also make sure that I warned my players that whilst this may have an effect, it won't necessarily work completely. Arbitrarily saying no is bad but so is trivialising a creature that is supposed to be a threat for civilisations.

Honestly, I completely agree with this. :D


Jeranimus Rex wrote:
Tacticslion wrote:
sort of. They wouldn't kill good characters, nor would they just let the Tarrasque rampage willy-nilly... they are, after all, angels, and doing either of those would inherently go against their essences. But yes, there are ways that they can support the Tarrasque while trying to keep it controlled. My personal solution (if I were the angels) would be for them to create a demiplane and just planeshift it there, then bring it out when they need it.

Right, there are other ways for Angels to deal with a party of righteous crusaders trying to protect their town from French Mythology.

Solars have imprisonment at will and a whole slew of other neat tricks, and I'm sure Angels would intervene in a way that would make sense for the being to do.

I mean, if the Tarrasque was CON-drained, then it could be possible for a whole bunch of em to come in after the party successfully vanquished it and heal it of the drain.

-OR-

Have a whole bunch of opportunistic Evil Outsiders start invading and raising hell.(pun intended.) And then have the party go on a quest to undo the damage they caused.

True. But they'd have to be careful about how they go about it. I don't recall right now how Magic Jar interacts with other spells, but if a powerful, but good, wizard Jar'd the beast, and was outside of the radius, they'd have to get him to go back within the radius in order to dismiss the effect... otherwise they kill him. That said, they could just True Resurrection on everyone... but that's getting into cheap cinema and deus-ex-machina territory, in my opinion. Nonetheless, valid by way of rules.

EDIT:

FallofCamelot wrote:
...trivialising a creature that is supposed to be a threat for civilisations.

I see what you mean, but really, by the level they're taking on the Tarrasque, it's not so much "trivializing" to me - they're really just that powerful. Nonetheless, I can see your point. I just know that, as a player, when I've successfully taken down a BBEG with one shot due to very clever uses, I'm talking about it for days... 'cause dudes, that was totally fun.


If it has no soul and still moves - well, sure, it might mean it gets no save against Magic jar. It also means any soul shoving inside it would be entirely helpless to affect its actions. The soul would become a spectator only, seeing and tasting what the monster does and being unable to intervene. How's that for a nightmare?

Silver Crusade

Tacticslion wrote:
I see what you mean, but really, by the level they're taking on the Tarrasque, it's not so much "trivializing" to me - they're really just that powerful. Nonetheless, I can see your point. I just know that, as a player, when I've successfully taken down a BBEG with one shot due to very clever uses, I'm talking about it for days... 'cause dudes, that was totally fun.

Then that's cool. Whatever works for you and your group is great. If everybody has fun then it's ok with me.

Personally I prefer fights which take a long time and which the players win by the skin of their teeth.

It's all personal preference at the end of the day.


Magic Jar Entry....

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

my understanding is that since you only see life force, if an undead is not sentient it has no soul and is invisible to your sences and so you can not possess a creature with NO SOUL.


Tacticslion wrote:


True. But they'd have to be careful about how they go about it. I don't recall right now how Magic Jar interacts with other spells, but if a powerful, but good, wizard Jar'd the beast, and was outside of the radius, they'd have to get him to go back within the radius in order to dismiss the effect... otherwise they kill him. That said, they could just True Resurrection on everyone... but that's getting into cheap cinema and deus-ex-machina territory, in my opinion. Nonetheless, valid by way of rules.

Wouldn't be hard for them to ask for the Jar, I'm sure most parties would not want to see their friend get killed, and would most likely comply, especially since Celestials would have no reason to double cross or deceive them.

Then they play a waiting game until the spell duration runs out.

Conversely, sins of omission would probably not be a concern. They Plane-shifted the Tarrasque out to keep it safe from tampering, it just so happened that the Good Wizard died as a result. Action has consequences, and they shouldn't be held responsible for accidently hurting someone who put them self in Godzilla's Body.

True Ressurection wouldn't really be much of a cheesy Deus-Ex since they'd probably only ressurect the Wizard, who has a real chance of dieing.

Wishing or Miricaling for the Wizard's soul to be back in his body after the plane-shift might also be reasonable.

Especially because the Celestial's first line of Defense is now gone, and Champions must now be marshaled to defend from Fiendish Invasion.

One the Issue of the Spawn of Ravagug: Saraenrae is all about Redemption.......

1 to 50 of 114 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Tarrasque. Magic Jar. Instant Apotheosis? All Messageboards

Want to post a reply? Sign in.