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Ah! Tarrasque!


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First, get some epic arrows.... Lots of epic arrows. Next, dig a pit about 60x60' and about 100' deep. Cover it with an illusion so it appears as normal floor. Finally, wake Mr T get him to charge you with the pit between you and him. After Mr. T plummets into the pit, shoot him with arrows, or a constant barrage of spells. If you get tired, rest and recover spells. Eventually he'll miss a save. Or better yet, use lots of Transmust Rock to Mud Spells on the ceiling, then when he's covered in mud, transmute mud to rock!

Are you sure you're supposed to be able to kill Mr T? I thought the whole point was to make some ridiculously powerful monster that's impossible to kill. That way, whenever a PC gets arrogant, you can say: "No matter how powerful you are, I can always stomp you with Mr T."
 


Here is what I would do. Contact the two most influential nobles in the land, or depending upon the government other officials. You are going to have gather some intelligence before this, and I strongly suggest involving the most powerful church in the nation as well. The leader and protector (hah) of this nation is obviously insane, and has to have made many powerful enemies. You might even go so far as to involve other rulers of nearby nations. Inform them of this madman's plans, subjecting yourself to whatever divinations are necessary to get them to believe your story. A Rampaging Tarrasque is going to threaten a whole lot more than just one nation unless its a huge country and the beast is in its heart. Convince these notables that the only way to avoid this catastrophe is to eliminate once and for all this insane patriarch. This will hopefully give you powerful support, and if done correctly in secrecy the madman will be unaware (this of course depends upon your GM... right now this scenario sounds kinda silly). Then using as much stealth as possible assassinate the bastard with as much help form your supporters as possible.

As far as fighting the Tarrasque, it has to be done outside at range. Units of horse archers with weapons potent enough to hurt it, flying wizards with no SR magical combat spells, flying archers... you get the idea. Lure it out into a trap and eliminate it if possible.

Here is another thought... find a new game that has more realistic politics?
;)
 

focallength said:
what if you can keep it at a constant -10 I.E drop it into a volcano. It wont die but it wont get up either (until the bad guys find out where you dumped it and bring it back)
Not a bad idea, but you'd need something that does more damage per round than the tarrasque's regeneration (i.e., 40) or it'll get up again soon. Also, it's immune to fire so you'd need something else to drop it into (e.g., a freezer or vat of acid). Things that do 40+/round might be a bit hard to come by, though.
 

Also, after doing some checking, an arrow of slaying (greater) wouldn't work. It would need to make a 23 fort save. But it has a fort bonus of 35. That's right out.

Would it fit in a bag of devouring?
 

The other thought is work with the GM on it. Check out the surrounding area and see if there are local legends regarding the Tarrasque. See if there is some sort of weapon that helped defeat or put it to sleep the last time. Maybe someone was alive (4d6 years ago) when it last woke and knows a little known trick to fight it. Doesn't hurt to roleplay a little and see if the GM gives you something. Might inspire him to think of something to use on the fly. Just cause your high level doesn't mean there isn't always a mystery left to solve.

Barring that widdle him down from the air, hire yourself a priest of Death (with the death domain) and let him whack the Tarrasque when you get him down. Although I'm not sure if even that kills it, does anyone know if the Death Domain ability used on a unconcious Tarrasque works? Or is Wish/ Miracle the absolute only way?
 



Baleful polymorph would turn it into something harmless (assuming its Fort save and SR don't protect it, which is unlikely), wouldn't it? I.e., it's not a cone, line, or ray.
So if none of the options mentioned so far in this thread are feasible (though I hope a few are), turn* it into a really small lizard and put it into a box from which it can't escape.

(*Sure, you'll might have to try a few dozen times, but if you can't do anything else...)

Additionally, if it fails and then also fails a Will save, it will lose its Ex (and Su) abilities - e.g., regeneration. I wouldn't count on this, but if it works out anyway, that's a bonus.
 

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