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Ah! Tarrasque!

Darkness said:
Even if, it'd need to do some serious damage because regeneration 40 will quickly fix most damage.
One empowered maximized delayed blast coldball will do 162 damage. I don't know what elemental savant does, but it probably makes sense to do it with electricity instead.

Launch one to go off in 5, one in 4, one in 3, one in 2 rounds... for over 900 pts of damage.

All it takes is knowing delayed blast fireball, energy substition, and having 6 available 12th level spell slots.
 

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Thinking about it, if you open the gate to somewhere - a good candidate would be the plane of air. It can't fly, so it'd just fall forever?

Either that or into a sun. That'd learn it!


The other thought I had was - get a small but tough metal box - strong enough to survive a round or two of crushing damage. Give it acid resistance. Wrap it in meat. Fill it full of Tree feather tokens. Woo! instant stomach forest - that's got to smart?

Not sure if you need to be touching them to set them off... if that's the case, then a someone with a strong stomach and ethereal jaunt might be needed. :eek:
 


Guess it depends how the plane is set up. My planar knowledge is a bit rusty these days. Is Int 3 enough to ever figure out the trick to the place?

Wonder if there's a plane of the Sun? I'm guessing it's not just fire from spells like sunbeam, suburst and so on.

Just better hope Pelor doesn't live there! :]
 

Let the big bad guy do his thing, and spend the time he takes setting it up setting up your own plan.

Plan to evacuate everyone that you know and love, and everyone that THEY know and love to another plane. You can do that you know. "Save the world" becomes a bit weak once you have planeshift...

There. Done. Dealt with.

And if someone DOES kill the tarrasque (or if you decide it's worth your time...), you can always just... not evacuate and save the plan for another day.
 

Easiest way to take out the tarrasque: Get a 50,000 gp gem and use it as the trigger object for a "Trap the Soul" spell. (If the tarrasque accepts or picks up the object, there is no save or spell resistance. The only sticking point is if the DM rules that eating whoever is holding the gem doesn't count as picking it up. :) )

[font=Arial,Bold]


Trap the Soul​


[/font]Conjuration (Summoning)
[font=Arial,Bold]Level: [/font]Sor/Wiz 8
[font=Arial,Bold]Components: [/font]V, S, M, (F); see text
[font=Arial,Bold]Casting Time: [/font]1 standard action or see text
[font=Arial,Bold]Range: [/font]Close (25 ft. + 5 ft./2 levels)
[font=Arial,Bold]Target: [/font]One creature
[font=Arial,Bold]Duration: [/font]Permanent; see text
[font=Arial,Bold]Saving Throw: [/font]See text
[font=Arial,Bold]Spell Resistance: [/font]Yes; see text





[font=Arial,Italic]
Trap the soul​
[/font]forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.


Depending on the version selected, the spell can be triggered in one of two ways.

[font=Arial,Italic]Spell Completion: [/font]First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect.
If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.






[font=Arial,Italic]
Trigger Object:​
[/font]The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A [font=Arial,Italic]sympathy [/font]spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.







[font=Arial,Italic]
Material Component:​
[/font]Before the actual casting of [font=Arial,Italic]trap the soul, [/font]you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)







[font=Arial,Italic]
Focus (Trigger Object Only):​
[/font]If the trigger object method is used, a special trigger object, prepared as described above, is needed.






An evil DM might have an NPC spellcaster do this and then use the gem to create his Phylactery when he becomes a lich...
 

Let Others Do the Clean Work

As far as I can tell, the best way to take down the Tarrasque is to gate in Solar and some other celestials. Hell, the Solar can even take it out permanently with Wish for you.

For example, Wiz 18 (Elemental Savant [Elec], Archmage, I7FV) casts Gate if he has it...
 

domino said:
All it takes is knowing delayed blast fireball, energy substition, and having 6 available 12th level spell slots.
... Right. Well, it started off as a promising idea. :heh:
 

Thanks for all the ideas, everyone! I'll definitely run these by the party and see what we can do with the resources available to us.
 

Lasher Dragon said:
Ahh. So Gate is completely worthless as far as Tarrasques go.

Well, not really, since Gate works in much the same way that portals do, I believe: "It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side." In other words, occupying its space probably counts as "moving through," in which case you are automatically transported to the other side. You don't really have to "fit into it," per se.

By the way, reading the Gate description for this thread has given me a great idea on how to shoehorn the Planescape scenario I've been working through into 3.5E. Whee.
 

Into the Woods

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