CR 24 Tarrasque


Rules Questions


I need to lower the Tarrasque's CR by 1. Does applying the Young template even come close to being accurate?


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why lower ir by 1? The cr system isn't an exact science. I'm not sure chsnging it from cr24 to 23 chsnges it a lot.

Altho applying young multiple times to have a "purse tarasque" that is a cute cuddly destroyer of worlds might be funny.


Leave it as it is. The thing lacks options anyway, therefore a high level party should be fine.


I was going to send a 3 player party of lvl 15/10 mythic tiers at it. I was worried APL+5 would be overkill. In mid levels CR-1 has been appropriate for most encounters. In other words, I send them against a CR 12 Battle when I would normally use CR 13 for 4 characters.

Even CR 24 against an APL 19(15+5 -1 for 3/4) scares me.


Ven wrote:

I was going to send a 3 player party of lvl 15/10 mythic tiers at it. I was worried APL+5 would be overkill. In mid levels CR-1 has been appropriate for most encounters. In other words, I send them against a CR 12 Battle when I would normally use CR 13 for 4 characters.

Even CR 24 against an APL 19(15+5 -1 for 3/4) scares me.

The CR system is especially borked when dealing with a single enemy and mythic PCs. A reasonably optimized group of level 15/10 players could probably take it down in one round without taking damage.


Maybe you should plan on sending ten tarrasques, so the battle might last more than one round


Ven wrote:
I was going to send a 3 player party of lvl 15/10 mythic tiers at it.

The Tarrasque should be down in one round. Two or three rounds if they mess around with it first, and one of them alone should be more than enough to deal with it. And even if they do (somehow) actually lose, which I find unlikely, they're all immortal and the Tarrasque doesn't have an artifact to permakill them with.

CR falls apart in the back end of the 1-20 system. Faster if you've introduced Mythic, so if you really, really think you need to change it (I don't see why, but I'm not one of your players), just make whatever changes you think necessary and call it a day.


The Tarrasque is woefully over CR'd. Its will save of +12 means it is liable to be incapacitated with a dazing damage spell like stone call or simply plane shifted to somewhere inconvenient where it cannot do any harm like the positive material plane or elemental plane of water. Its lack of flight or any really effective ranged attack makes it a non threat to high level parties. The only question will be how much property damage does it do before they remove it.


They should be fine if they are veterans, or even if one of them is. If they are all inexperienced they may have problems if they don't know their own abilities, if they have fallen into build traps, or if they refuse/don't know how to nova. But I mean damn they are mythic teir 10, 10 man 10. The fact that they don't have lvl 9 spells(or 8 depending on the class) and that last iterative attack should really not be an issue.

If you are really, REALLY concerned test the waters with them meeting a few lesser tarrasques (use the stats for baba yaga's hut if you can find it, it's basically a mini tarrasque) or have them face it in a dream sequence in which it's a partially real dream in which it uses it's actual tactics, gives xp, and consumes resources. Then they face it for real all killed characters back up and running (it was a dream after all).


I think if the op gives it the mythic template that lets it do 2 actions. Alternatively as I said before ...purse tarasque you can take it out on play dates with tiny models of absalom.


3 Players are Magus, Paladin, Fighter. So definitely no lv 9 spells. In fact, no lvl 6 spells. They are also not veterans, this will be their 3rd pathfinder game. 4th roleplaying game. They don't want to out think the Tarrasque, they want to melee it to death. You know, beat it at its own game to show their worth type of thing.

I was also interesting on a purely academic level, from which I gathered "No, it's pretty impossible for any CR to be accurate at 25, let alone a -1 Template."

I might simply supply them a 4th character, an ancient mythic being or some such.


Ven wrote:

3 Players are Magus, Paladin, Fighter. So definitely no lv 9 spells. In fact, no lvl 6 spells. They are also not veterans, this will be their 3rd pathfinder game. 4th roleplaying game. They don't want to out think the Tarrasque, they want to melee it to death. You know, beat it at its own game to show their worth type of thing.

I was also interesting on a purely academic level, from which I gathered "No, it's pretty impossible for any CR to be accurate at 25, let alone a -1 Template."

I might simply supply them a 4th character, an ancient mythic being or some such.

If they picked up Mythic Power Attack and Mythic Vital Strike, the thing might still go down rather fast.

Since it's neutral, the Paladin cannot smite it, or own it with Littany of Rightnousness.
In the end it's your call. You know their damage potential. have they one rounded some big high CR-critters already or are they often chugging away on them for a long with some rather suboptimal damage?


The big thing is the tarasque being out nunbered.

Shadow Lodge

Give it an alignment, and it should drop a CR v. the party, since paladin smite will now add 15 damage, +stupid high charisma to attack, and ignores all DR.


That's a great point EvilPaladin. As for Big CR monsters, they aren't taking on CR20+ critters yet, but they have beaten some pretty tough Solo monsters out with a few lucky crits.

@Mojorat, I intended to include it being solo in my analysis, but I forgot to mention it. The point is not lost on me though.


Due to the fact that the Tarrasque is not mythic by RAW it is defenseless against most mythic abilities. Depending on the path your heros will hit with every attack, bypass the DR and do a lot of damage.

Buff the Tarrasque .. give her a mythic template (i prefer agile) and then she is maybe a threat to your group.

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