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Has anyone fought and killed a Tarrasque?
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<blockquote data-quote="pemerton" data-source="post: 6926722" data-attributes="member: 42582"><p>I'm not sure about flying boots - are you referring to an optimised anti-Tarrasque strategy? - but I like the 4e tarrasque's earthbinding aura as a way of keeping flight in check.</p><p></p><p>The 4e tarrasque, as written, is one of the weaker solos in the original MM. In particular, its action economy is terrible. That's why I gave my version some better action economy (a move action trample, the minor action tail slap and hurled rubble as well as a minor action bite, and an immediate action reflective carapace vs ranged and area attacks to recapture some of that original MM2 flavour).</p><p></p><p>Here are the stats I used:[sblock]The tarrasque Level 30 solo brute</p><p>Gargantuan elemental magical beast XP 95,000</p><p></p><p>Hp 1420 Bloodied 710 Initiative +23</p><p>AC 43 Fort 49 Ref 38 Will 32 Perception +19, blindsight 20</p><p>Speed 8, burrow 8, climb 8 (earth walk, forest walk)</p><p>Immune charm, fear Resist 10 all </p><p>Saves +5 Action Points 2 </p><p></p><p><u>Traits</u></p><p>Earthbinding: any flying creature within aura 40 has its fly speed reduced to 1 and its maximum altitude reduced to 20 feet (any creature above this altitude at EitsT falls to an altitude of 20 feet)</p><p>Terrifying embodiment of wanton destruction: any square it enters become DT</p><p>Elder of annihilation: its melee attacks ignore all resistances, if slowed its speed is only halved, and at the end of its turn any one condition on it ends</p><p>Eternal slumber: if reduced to zero hp, the tarrasque sinks back into the world’s core and slumbers once again</p><p></p><p><u>Standard Actions</u> – at will</p><p>* Piercing bite (melee 3 vs 1 target): +34 vs AC for 2d12+21 and OG 30</p><p>* Rending bite (melee 3 vs 1 target): +34 vs AC for 6d12+21 and -5 penalty to AC til ETarrasque’sNT</p><p>Frenzy (only if bloodied; creatures in cl burst 3): as either piercing or rending bite against each target</p><p></p><p><u>Move Action</u> – at will</p><p>Trample: it moves up to its speed (provoking OAs as normal) and may enter enemy’s spaces (but may not end its move in an occupied space); if it enters an enemy’s space it makes a melee attack: +33 vs Ref for 2d12+25 & knocked prone</p><p></p><p><u>Minor Actions</u> – at will</p><p>Tail slap (melee 3 vs 1 target not attacked with any bite this turn): +32 vs Fort for 6d12+21, push 4 sq & knock prone Miss: creates a collapsing fissure extending 10 sq from a sq adj to the target, in a direction of the tarrasque’s choosing, that lasts until E of a T in which the fissure makes an attack; if this inc a sq occupied by a Medium creature or if a Medium creature enters a sq, attacks as free action: +32 vs Ref for 2d12+9, restrained & OG 10 (escape DC 32 ends both)</p><p></p><p>Bite (R5,6 only if not bloodied): make a piercing bite or rending bite attack</p><p></p><p>Hurl rubble (ranged 20 vs 1 creature): +32 vs Ref for 4d12+19, push 3 sq and knock prone</p><p></p><p><u>Triggered Action </u>– at will</p><p>Reflective carapace (immediate reaction if a ranged or area attack misses the tarrasque): repeat the attack against another target within 20 sq of the tarrasque</p><p></p><p>While bloodied, on an initiative of 10+its initiative check, it may use a free action to trample (if it is immobilised, restrained or unable to take free actions, that effects ends instead)</p><p></p><p></p><p>STR 42 (+31) DEX 26 (+23) WIS 18 (+19)</p><p>CON 36 (+28) INT 3 (+11) CHA 7 (+13)</p><p>Alignment Unaligned Languages –[/sblock]</p><p></p><p>I think those stats are pretty consistent with MV standards for 4e solo design. My 30th level PCs certainly didn't have much trouble taking it down, especially once more than one of them turned their full attention to the task.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6926722, member: 42582"] I'm not sure about flying boots - are you referring to an optimised anti-Tarrasque strategy? - but I like the 4e tarrasque's earthbinding aura as a way of keeping flight in check. The 4e tarrasque, as written, is one of the weaker solos in the original MM. In particular, its action economy is terrible. That's why I gave my version some better action economy (a move action trample, the minor action tail slap and hurled rubble as well as a minor action bite, and an immediate action reflective carapace vs ranged and area attacks to recapture some of that original MM2 flavour). Here are the stats I used:[sblock]The tarrasque Level 30 solo brute Gargantuan elemental magical beast XP 95,000 Hp 1420 Bloodied 710 Initiative +23 AC 43 Fort 49 Ref 38 Will 32 Perception +19, blindsight 20 Speed 8, burrow 8, climb 8 (earth walk, forest walk) Immune charm, fear Resist 10 all Saves +5 Action Points 2 [U]Traits[/U] Earthbinding: any flying creature within aura 40 has its fly speed reduced to 1 and its maximum altitude reduced to 20 feet (any creature above this altitude at EitsT falls to an altitude of 20 feet) Terrifying embodiment of wanton destruction: any square it enters become DT Elder of annihilation: its melee attacks ignore all resistances, if slowed its speed is only halved, and at the end of its turn any one condition on it ends Eternal slumber: if reduced to zero hp, the tarrasque sinks back into the world’s core and slumbers once again [U]Standard Actions[/U] – at will * Piercing bite (melee 3 vs 1 target): +34 vs AC for 2d12+21 and OG 30 * Rending bite (melee 3 vs 1 target): +34 vs AC for 6d12+21 and -5 penalty to AC til ETarrasque’sNT Frenzy (only if bloodied; creatures in cl burst 3): as either piercing or rending bite against each target [U]Move Action[/U] – at will Trample: it moves up to its speed (provoking OAs as normal) and may enter enemy’s spaces (but may not end its move in an occupied space); if it enters an enemy’s space it makes a melee attack: +33 vs Ref for 2d12+25 & knocked prone [U]Minor Actions[/U] – at will Tail slap (melee 3 vs 1 target not attacked with any bite this turn): +32 vs Fort for 6d12+21, push 4 sq & knock prone Miss: creates a collapsing fissure extending 10 sq from a sq adj to the target, in a direction of the tarrasque’s choosing, that lasts until E of a T in which the fissure makes an attack; if this inc a sq occupied by a Medium creature or if a Medium creature enters a sq, attacks as free action: +32 vs Ref for 2d12+9, restrained & OG 10 (escape DC 32 ends both) Bite (R5,6 only if not bloodied): make a piercing bite or rending bite attack Hurl rubble (ranged 20 vs 1 creature): +32 vs Ref for 4d12+19, push 3 sq and knock prone [U]Triggered Action [/U]– at will Reflective carapace (immediate reaction if a ranged or area attack misses the tarrasque): repeat the attack against another target within 20 sq of the tarrasque While bloodied, on an initiative of 10+its initiative check, it may use a free action to trample (if it is immobilised, restrained or unable to take free actions, that effects ends instead) STR 42 (+31) DEX 26 (+23) WIS 18 (+19) CON 36 (+28) INT 3 (+11) CHA 7 (+13) Alignment Unaligned Languages –[/sblock] I think those stats are pretty consistent with MV standards for 4e solo design. My 30th level PCs certainly didn't have much trouble taking it down, especially once more than one of them turned their full attention to the task. [/QUOTE]
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