
Ashiel |
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The Tarrasque's Regeneration is a special ability that functions under its own rules. It clearly is not normal regeneration. Its rules text specifically notes that the Tarrasque dies and then later springs back to life. The Tarrasque's regeneration has its own special rules defined in its entry, whereas creatures such as Trolls do not and follow the normal Regeneration rules.
It is an instance of specific vs general. When the text says it does, then it does. And the text says that effects forcing saving throws or be killed actually DO kill the Tarrasque, but that it returns to life 3 rounds later with 1 HP.
Very different from normal Regeneration.

Odraude |

The Tarrasque's Regeneration is a special ability that functions under its own rules. It clearly is not normal regeneration. Its rules text specifically notes that the Tarrasque dies and then later springs back to life. The Tarrasque's regeneration has its own special rules defined in its entry, whereas creatures such as Trolls do not and follow the normal Regeneration rules.
It is an instance of specific vs general. When the text says it does, then it does. And the text says that effects forcing saving throws or be killed actually DO kill the Tarrasque, but that it returns to life 3 rounds later with 1 HP.
Very different from normal Regeneration.
I don't quite agree with this. The regeneration still functions like normal regeneration with the exceptions it laid out. If what Starbuck says is true about death effects, which I haven't found that section about it yet, and things with regeneration do die permanently from them, then the tarrasque's regeneration is the exception to that rule. That means that unless the regeneration is suppressed, it follows the rules for regeneration and isn't quite dead. In those same rules, it says that the method to kill it has yet to be found. I honestly interpret that as death effects not actually killing the tarrasque and only putting it under negative Constitution hit points until it can regenerate back to 1 HP.

Ashiel |

Ashiel wrote:I don't quite agree with this. The regeneration still functions like normal regeneration with the exceptions it laid out. If what Starbuck says is true about death effects, which I haven't found that section about it yet, and things with regeneration do die permanently from them, then the tarrasque's regeneration is the exception to that rule. That means that unless the regeneration is suppressed, it follows the rules for regeneration and isn't quite dead. In those same rules, it says that the method to kill it has yet to be found. I honestly interpret that as death effects not actually killing the tarrasque and only putting it under negative Constitution hit points until it can regenerate back to 1 HP.The Tarrasque's Regeneration is a special ability that functions under its own rules. It clearly is not normal regeneration. Its rules text specifically notes that the Tarrasque dies and then later springs back to life. The Tarrasque's regeneration has its own special rules defined in its entry, whereas creatures such as Trolls do not and follow the normal Regeneration rules.
It is an instance of specific vs general. When the text says it does, then it does. And the text says that effects forcing saving throws or be killed actually DO kill the Tarrasque, but that it returns to life 3 rounds later with 1 HP.
Very different from normal Regeneration.
The exceptions it lays out is that it can be killed via instant death effects, is dead, and then comes back to life. I don't know what else to say about it. Whether that's normal for Regeneration, or if death-dealing effects other than HP damage can kill something with normal regeneration, that's how the Tarrasque's regeneration works because it specifically says so. :\
I don't really even understand the resistance here. It's a lame monster and isn't even a sacred cow of some sort. It's not dangerous to even a party of mid level characters. There are even other ways to effectively destroy it without actually destroying it (perma-coma is one example, "lost forever" via bag of holding + portable hole is another example).

Odraude |

Yeah, I hate the fact that it's not immune to ability drain and is honestly one of the few house rules I keep. And bag of holding + portable hole will get rid of him, but he still won't be dead. I suppose he's someone else's problem, which I guess is good enough. Of course, that gives me an idea of a tarrasque altered by being in the astral plane...
I actually really like the tarrasque as a boss monster. Honestly, if it were up to me, it'd be immune to ability drains and have complete spell immunity, with some exceptions. But then again, I don't design the monsters.

WPharolin |
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Personally, I think that what it needs is to either just have it's CR reduced or it needs to gain actual abilities. This thing is supposed to be the ultimate destroyer. Make that actually true.
Let him cause untold environmental damage and THROW the result. Rip up trees, smash buildings, pulverize cliffs, etc. His spines are worthless. His ranged attacks should basically count as siege weapons. He doesn't fly, his movement is limited, he isn't intelligent. The players need to care that this thing is attacking them.
Under powerful leaper add a line that states that whenever it lands there are local earthquakes or tsunamis when in water. Now his basic movement causes property damage on a large scale. He's a huge threat to cities. DM's aren't just taking liberties or stretching anything when they say he's leveling Tokyo. Now he seriously is and if the players want there to be a metropolis left to go to they better put on there hero boots and do something about it.
Make it so that it ignores difficult terrain of any non-magical kind so that it isn't screwing itself with all this destroyed property and upheaval of terrain.
Let its rawr cause fear, deafen, and stun or whatever. This gives it a control effect.
Hell I dunno, anything really. But let it have something it can DO. Give the players a reason to care that doesn't just amount to "but the script said its big and scary"

WPharolin |

I think the environmental damage thing should be a part of any creature that's huge sized or larger honestly, rather than it be some special, almost MMO-like move. Doesn't make sense that only the tarrasque can smash things and not the myriad of other plus-sized creatures.
I agree. Some rules for size and your godzilla effect would be nice. The tarrasque could just be much better at it. The scope of which should make your jaw drop. It's a CR 25 and if we wanna keep it there we need to dispel all doubts of who would win in a deforestation contest between the tarrasque and Paul Bunyan.

Ashiel |

Odraude wrote:I think the environmental damage thing should be a part of any creature that's huge sized or larger honestly, rather than it be some special, almost MMO-like move. Doesn't make sense that only the tarrasque can smash things and not the myriad of other plus-sized creatures.I agree. Some rules for size and your godzilla effect would be nice. The tarrasque could just be much better at it. The scope of which should make your jaw drop. It's a CR 25 and if we wanna keep it there we need to dispel all doubts of who would win in a deforestation contest between the tarrasque and Paul Bunyan.
*falls over laughing*
Yeah, no kidding. I have to say though. It's odd that the Tarrasque has 3 Int and is Neutral. You'd think that a sentient creature that isn't evil is probably going to show more restraint when presented with the wholesale slaughter of millions, aye?

Ashiel |

Curious : what will happen if someone plunked a +6 Int ring on it?
Since most wondrous items resize to fit their wearers, you'd end up with a Tarrasque who was only slightly less knowledgeable than your average human, and marginally more knowledgeable than your average orc.
Theoretically it's incapable of speaking, but by the alignment rules it's a sentient creature that can have a moral alignment. It even understands language. One could reason with the Tarrasque because of this. A tongues spell and a badass Diplomacy check could allow you to convince him to do something (like not level this city right here).
The base-DC would be 17 assuming the Tarrasque was merely Indifferent. In fact, the most amusing thing about the Tarrasque is it's literally easier to handle with a Diplomacy check and a tongues spell than it is to fight.

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Incorporeal states it can be overcome by a creature that strikes as if magical. The DR part makes no difference. Does it state strikes as if magical somewhere in the description, then good to go.
As for diplomacy, the Tarrasque is only interested in eating, and destroying to eat. It doesn't say what it eats, just that it eats. It may very well eat and gain sustenance from anything. But that's an aside.
All it is interested in is consuming, if you step up to try diplomacy, it's going to eat you. While you're trying diplomacy, which takes as long as the DM decides, by the way, the Tarrasque is going to be consuming other things. It will be distracted, in fact, by its insatiable hunger. A distraction so great, I suspect the dc's are far greater than a paltry 17.
If you try some magical means to communicate, that somehow beat its SR, it still has that massive urge to just destroy...and eat.
As for turning it undead, it's regeneration rule states it just comes back alive 3 rounds after dying. It doesn't give any exceptions to this, even undeath. 3 rounds later, it is alive again, presumably shrugging off the undead state and growing itself back at 40 HP a round.
I do agree that for 25, it doesn't pose a huge threat in terms of damage etc, its more of a problem to solve than an enemy to defeat. I really liked the idea of the giant city living off its subdued carcass. It reminds me of Terry Pratchett and his disc world stuff.
Cheers.

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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.
Just a side note, the new template from the Inner Sea Bestiary makes the Tarrasque immune to permanent wounds. Meaning level drain and stat drain no longer affect him...

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It should as a spawn of Rovagug but the subtype came out afterwards and was not available when they originally translated the Terrasque. So far the consensus seemed to be yes but it has not yet been errata'd to be so.

Ramza Wyvernjack |

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.
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.
I love Regeneration :)
Especially with the rules from Rise of the Runelords. It costs like 3,400gp to implant a cracked Ioun Stone that regenerates 1hp per hour. Crappy regen, but it gives you the Regeneration trait, along with whatever follows, like the ability to slowly regrow limbs.

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This thread makes me want to have a custom spawn of Rovagug make an appearance in the next campaign I run. Make the creature have a rock-like hide and have a dungeon built around it, with the creature trapped in the ground. In the course of looting the place, they loot a magic item of some form that makes up part of the trap, allowing the creature to awaken. However, for dramatic timing, the creature does not rumble until they're at the exit of the dungeon, at which point they are hit with a large earthquake, but don't immediately notice any other effect as the creature isn't fully awake.
Cue several levels of adventuring.
Suddenly, this creature is rampaging across the countryside and they need to find a way to kill it. They somehow figure out that some information might be hidden in a previously-visited dungeon (or maybe they remember seeing clues when they were there) and go back, only to discover that much of the dungeon is now an empty hole where the creature used to be.

JStep |

Why not just blast it into space or transport it to some other plane of existence?
I like the space idea for campaigns where the DM doesn't allow extra-planar travel. He can implode and regenerate for eternity. Fun stuff.
I'll have to look for another thread but I cannot get over how many posts and references people quote rules as if the DM can't break rules. All the rules of the game are just guidelines for the DM, unless something's changed since the 80's, but the prevalence of this (apparent) misconception is leading me to think there's a whole new approach to the game (which would also explain why people actually bought multiple redundant versions of the same game.)

Atarlost |
I like the headband and tongues method in combination with the ring of sustenance. Once it has human-like intelligence whatever barrier of perception that allows it to remain childlike and neutral while devouring intelligent being can be breached. If it continues with the wanton destruction it will rapidly fall into the chaotic evil alignment and become Helm of Opposite Alignment fodder.
I would never use the Tarrasque as is. No int>2 creature should be able to be true neutral and do what the Tarrasque does. It should either be int 2 or CE, and int 2 better fits how it's supposed to act in Golarion.

Dorn Of Citadel Adbar |

Have you guys even read the description for the Tarrasque in the bestiary or on the D20pfsrd site. Dam near everything you guys have mentioned, He's immune to it.
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, Staggering Critical
Skills Acrobatics +3 (+43 when jumping), Perception +43; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper
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.
Paizo Core
This content is from
the Paizo Core Rules.
See here for more details.
Public Domain Image courtesy of Timothy Green
Miniature sculpted by Amanda Green, Painted by Timothy Green donated to the Wikimedia Foundation
ECOLOGY
Environment any
Organization solitary
Treasure none
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.

Tiny Coffee Golem |
1 person marked this as a favorite. |

Why not just blast it into space or transport it to some other plane of existence?
I like the space idea for campaigns where the DM doesn't allow extra-planar travel. He can implode and regenerate for eternity. Fun stuff.
Here's a campaign idea!
Your planet is subject to massive tremors that you are sent to investigate. much action and investigation later you come to find that the tarrasque is the core of your homeworld. Apparently someone long ago threw the thing into space and it went into hibernation. Over time it became covered in dirt and eventually developed life (or life was transplanted. Flavor to taste). Now some wacky cultists are trying to wake the sleeping beast and sunder the world.

Dorn Of Citadel Adbar |

JStep wrote:Why not just blast it into space or transport it to some other plane of existence?
I like the space idea for campaigns where the DM doesn't allow extra-planar travel. He can implode and regenerate for eternity. Fun stuff.
Here's a campaign idea!
Your planet is subject to massive tremors that you are sent to investigate. much action and investigation later you come to find that the tarrasque is the core of your homeworld. Apparently someone long ago threw the thing into space and it went into hibernation. Over time it became covered in dirt and eventually developed life (or life was transplanted. Flavor to taste). Now some wacky cultists are trying to wake the sleeping beast and sunder the world.
Nice idea, Coffee

Odraude |

Ashiel wrote:Just a side note, the new template from the Inner Sea Bestiary makes the Tarrasque immune to permanent wounds. Meaning level drain and stat drain no longer affect him...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.
Actually the tarrasque has always had that. As to what it means, I asked James Jacobs about permanent wounds here. In terms of starvation and Con damage, one could make the argument about that. I'd feel it's a stretch and wouldn't be all that comfortable doing that. Same thing with the magic against DR.
As for making it immune to ability drain, seems like they just keep forgetting, even with the new Spawn of Rovagug.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Nice idea, CoffeeJStep wrote:Why not just blast it into space or transport it to some other plane of existence?
I like the space idea for campaigns where the DM doesn't allow extra-planar travel. He can implode and regenerate for eternity. Fun stuff.
Here's a campaign idea!
Your planet is subject to massive tremors that you are sent to investigate. much action and investigation later you come to find that the tarrasque is the core of your homeworld. Apparently someone long ago threw the thing into space and it went into hibernation. Over time it became covered in dirt and eventually developed life (or life was transplanted. Flavor to taste). Now some wacky cultists are trying to wake the sleeping beast and sunder the world.
Or a comment is headed to your planet. The Tarasque is at its core.

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If you go RAW, a Helm of Opposite Alignment may be pretty fun to try - rather, 20 helms created by someone other than a minimum CL crafter, and weilded by 20 hired-hands that the party teleports atop the Tarrasque's head to attempt placing them on one of its many knobbly protrusions. Statistically, one should succeed against the Tarrasque's low will save. It's technically a Transmutation effect, not mind-affecting, and doesn't have the [Polymorph] tag.
As written, the Tarrasque is True Neutral, so it would be shifted to one of the four extremes: LG, CG, LE, or CE. 50% chance that the Tarrasque becomes good and is neutralized as a threat, and a 50% chance that it becomes evil and subject to the Paladin's smiting (also, 100% chance it becomes either lawful or chaotic, allowing other party members with alignment-specific shenanigans to have some fun).
Should the GM be willing to say that as a Spawn of Rovagug, the Tarrasque is CE instead... The HoOA will shift it to LG, and the Paladin gets the best mount in Golarion.

Starbuck_II |

Should the GM be willing to say that as a Spawn of Rovagug, the Tarrasque is CE instead... The HoOA will shift it to LG, and the Paladin gets the best mount in Golarion.
If only this was 3.5 D&D and Paladinw could have any creature as a mount, but in PF you are limired to animal Companions sadly.
You could take LG Tarrasque as a Cohort though.

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It would still be amazinglyu hungry though. Eventually that hunger would drive it to eat, killing thousands and pushing its alignement ever back to neutral as instinct took over.
Players change alignments all the time through their actions. The Tarrasque would be no different.
Not that it's not a cool idea though. I really like the comet ones too. Reminds me of Cloverfield. Obviously this is what happened in that movie. We were just hit by some other planets Tarrasque :)
Cheers

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It would still be amazinglyu hungry though. Eventually that hunger would drive it to eat, killing thousands and pushing its alignement ever back to neutral as instinct took over.
Players change alignments all the time through their actions. The Tarrasque would be no different.
Not that it's not a cool idea though. I really like the comet ones too. Reminds me of Cloverfield. Obviously this is what happened in that movie. We were just hit by some other planets Tarrasque :)
Cheers
Helm of opposite alignment prohibits the creature from changing alignment. They are magically compelled to not take actions that would cause such a change and nothing short of wish/miracle can override that. And they won't submit to that wish/miracle, because the helm makes it so that they do not desire a return to their former alignment.
The hunger can be controlled via a ring of sustenance.

chaoseffect |

A side question concerning the Tarrasque's amazing regeneration: if in the act of "killing" it you happened to cut it right down the middle into two equal size pieces, would only one side regenerate or would each become an independent (and soon to be fully restored) creature(s)? What happens if you Soul Bind it when it's down; does it regenerate a new soul too?

Piccolo |

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.
Nope. Better. Lure the Terrasque to the center of a very large desert (any kind). Stick a Cannibal Ring on the thing (cursed ring of sustenance), and just play keep away. It's not intelligent enough to resist any of these tactics, not the ring, and not the luring.
You can even just summon monsters for it to chase after and eat. Won't do a bit of good for the Tarrasque. Just keep it contained in the desert where there's nothing to eat, and it can't destroy much since nothing is there.
Watch it die horribly. No matter how much it eats, it will starve to death. Being in a desert just hastens the process. I wouldn't wish that ring on my worst enemy!

kyrt-ryder |
2 people marked this as a favorite. |
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.
I'd REALLY like to understand the logic that says something slain isn't dead >.< The point of the Terrasque is that it CAN die, but it has regeneration that keeps on kicking beyond death, bringing it back a few rounds later.

Piccolo |

shallowsoul wrote:I'd REALLY like to understand the logic that says something slain isn't dead >.< The point of the Terrasque is that it CAN die, but it has regeneration that keeps on kicking beyond death, bringing it back a few rounds later.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.
Regeneration effects don't apply to starvation. Dead is dead. Too bad it takes a 16th level caster to really screw up a ring of Sustenance to kill a Tarrasque relatively easily.

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kyrt-ryder wrote:Regeneration effects don't apply to starvation. Dead is dead. Too bad it takes a 16th level caster to really screw up a ring of Sustenance to kill a Tarrasque relatively easily.shallowsoul wrote:I'd REALLY like to understand the logic that says something slain isn't dead >.< The point of the Terrasque is that it CAN die, but it has regeneration that keeps on kicking beyond death, bringing it back a few rounds later.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.
The Tarrasque is intended to be a creature that cannot truly be killed by any means, and is so by definition. Any method of permanently killing it that does not involve divine intervention is just a loophole that hasn't yet been patched.
But that notwithstanding, where does it say that creatures with Regeneration can still starve to death? Regeneration explicitly says that the creature *cannot die* without its regen being disabled, and starvation (to my knowledge) is not one of those triggers. It says they cannot restore damage from starvation using regen, but starvation can only kill if hit point damage can kill, which it cannot for a creature with regen. (While I agree this is kind-of stupid, them's the rules.)

Aelryinth RPG Superstar 2012 Top 16 |

Note that the Ring takes care of the 'need' to eat, but not the 'desire' to eat. It's a spawn of Rovagug and immortal...it doesn't need to eat, it is driven to eat. So, no Ring of Sustenance is going to help it. It still wants to cram it's belly full of provender for the delight of its creator. It's similar to a vampire...a vampire is an undead creature, it does not 'need' to drink blood, but it 'wants' to drink blood. No matter how bad its hunger gets, it will not die from hunger, it can't die from hunger. It can go INSANE from blood-thirst, but it can't die from it. Pretty sure the tarrasque is the same way...it has no biological need to feed, it's got a compulsion to. 'Insatiable' means cannot be satisfied, after all..,
You kill it, animate it as undead, and 3 rounds after it dies, your undead skeleton *poof* is alive again. Note that a dead corpse technically doesn't have the regeneration ability, either, yet 3 rounds later, up it rises.
Pretty sure striking as a magic weapon would allow you to hit incorps. Magic weapons are magic weapons.
==Aelryinth

Odraude |

Piccolo wrote:kyrt-ryder wrote:Regeneration effects don't apply to starvation. Dead is dead. Too bad it takes a 16th level caster to really screw up a ring of Sustenance to kill a Tarrasque relatively easily.shallowsoul wrote:I'd REALLY like to understand the logic that says something slain isn't dead >.< The point of the Terrasque is that it CAN die, but it has regeneration that keeps on kicking beyond death, bringing it back a few rounds later.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.
The Tarrasque is intended to be a creature that cannot truly be killed by any means, and is so by definition. Any method of permanently killing it that does not involve divine intervention is just a loophole that hasn't yet been patched.
But that notwithstanding, where does it say that creatures with Regeneration can still starve to death? Regeneration explicitly says that the creature *cannot die* without its regen being disabled, and starvation (to my knowledge) is not one of those triggers. It says they cannot restore damage from starvation using regen, but starvation can only kill if hit point damage can kill, which it cannot for a creature with regen. (While I agree this is kind-of stupid, them's the rules.)
Right here
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.

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What part of your quote overrides the "creatures with regeneration cannot die" part? Because I'm not seeing it.
EDIT: To be more explicit, regeneration is explicitly there to prevent death from hit point damage, no matter the quantity. Starvation is hit point damage, and regeneration can't heal that hit point damage, but it doesn't say that it's a source of hit point damage that can kill you, nor does it say it "disables" regeneration. Such a creature would merely stay unconscious until some poor fool decided to shove a feeding tube down its throat.