Fighting "Mr. T"


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Of course, given the space constraints, all you need to start a fight against the tarrasque fully buffed is a wall of force.

Allips are a great idea; no save means that four of them can take down the tarrasque in one round. I guess the point is that Big T should just be immune to ability drain.

Seriously, I think there are just too many ways to take out the tarrasque. Being dumb and melee-only are deadly constraints for a CR 20 creature.
 

Did all of the melee fighters have freedom of movement on? Because else, Mr. T would have just gobbled them up 1 by 1.

You know, I beat Mr. T was probably a lot scarier until you starting seeing 100 threads about fighting him:)
 

Yes, one of the buffs everyone (not just the meleers) had was freedom of movement. It was the first one we put down when the DM said, "What spells do you want?"
 

You can bet if I ever use the Tarrasque again in a game it won't look anything like the monster manual version. Creatures are a lot scarier when the players don't know every little thing about them.
 

Bump its Int to 4 and give it the half-fiend template. Replace one of its spell-like abilities with greater dispelling 3/day.

Now *that's* a CR 20 (well, 22) creature.
 

Heh, we were given "permission" to look up the Tarrasque entry in the SRD when two characters made super knowledge checks about the beast when we were first told about it. :)
 

ruleslawyer said:
Replace one of its spell-like abilities with greater dispelling 3/day.

Geeze, yeah, that would've ruined our whole "buff and bash" strategy if it could remove most or all of our buffs in a blink. :p
 

I think that's the problem right there. At that level, unless the monster is packing some kind of magical ability its just not going to be much a challenge. Magic will always overcome. That's why a fighter that's not decked to the hilt in bling is no big deal at that level.

What the tarrasque needs is antimagic skin (dispels attacks that hit him) and the ability to reflect arrows 30%. That will show them upstart adventurers!!
 

Stalker0 said:
I think that's the problem right there. At that level, unless the monster is packing some kind of magical ability its just not going to be much a challenge. Magic will always overcome. That's why a fighter that's not decked to the hilt in bling is no big deal at that level.

What the tarrasque needs is antimagic skin (dispels attacks that hit him) and the ability to reflect arrows 30%. That will show them upstart adventurers!!
Increasing its AC by 20 should also work. This is easily achieved by bracers of armour +5, amulet of natural armour +5, a ring of protection +5 and a shield +5.

What?
 

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