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Has anyone fought and killed a Tarrasque?
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<blockquote data-quote="Ashrym" data-source="post: 6927445" data-attributes="member: 6750235"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6787650" target="_blank">Hemlock</a></u></strong></em> </p><p></p><p>Yeah, but the ready action can mitigate kiting tactics, and the Tarrasque can actually move 100 ft just like the phantom steed can by using all 3 legendary actions on movement. Wizards also don't bother memorizing phantom steed because it's a ritual and would typically spend the extra 10 minutes casting the spell even if it's in the spell book as a ritual. Unless the wizard knows he's facing the Tarrasque in advance and has a day's time to rest and prepare spells the game is not going to play that way even in the oddball situation where the wizard took phantom steed as one of his 2 spells scribed at 5th level ignoring all the other choices. It's not like a wizard turns 5th level and grabs leomund's tiny hut and phantom steed while ignoring combat spells.</p><p></p><p>It would take longer than the duration of the mount's existence to drop the Tarrasque's 676 hp at 4.9 avg dpr than the duration of the phantom steed's 1 hour. Phantom steeds disappear after taking any damage at all, even a 1 point of damage.</p><p></p><p>Range is clearly a disadvantage with the Tarrasque. There are just a few issues with phantom steed as a solution, including the generally eventual problem with running out of places to run when kiting by getting boxed in by structures.</p><p></p><p>The first thing I would look at would be throwing objects as a potential ranged option. Sweeping it's tail along rubble and sending it flying following impromptu weapon rules allows for a range of 60 ft and following impromptu damage rules allows for a typical 1d10 damage, for example. It's reasonable for the DM to increase that range based on the creature size, much like giants throwing boulders compared to humans throwing stones but that's DM dependent (I might go with 60/180 as 3x the impromptu ranges). Ignoring the party and continuing to destroy buildings is still going to destroy villages in the rampage but collapsing rubble would also bury party members in rubble and inflict 4d10 damage in the process following the improvised damage tables.</p><p></p><p>The improvised attacks and damage characterize the destructive nature of this particular threat.</p><p></p><p>If I were to take it further, I would be inclined to add in regen and a breath weapon. If I want something like Godzella (because Godzilla as a property is owned elsewhere afaik) then some spiral breath and regen fits that iconic monster as well. A solid range line breath weapon resolves range issues.</p><p></p><p>EDIT: how did you get 4.9 average DPR off of 2d6 on a 15 DC? It looks like you forgot the spell resistance and I'm getting 3.43 avg?</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6927445, member: 6750235"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6787650"]Hemlock[/URL][/U][/B][/I] Yeah, but the ready action can mitigate kiting tactics, and the Tarrasque can actually move 100 ft just like the phantom steed can by using all 3 legendary actions on movement. Wizards also don't bother memorizing phantom steed because it's a ritual and would typically spend the extra 10 minutes casting the spell even if it's in the spell book as a ritual. Unless the wizard knows he's facing the Tarrasque in advance and has a day's time to rest and prepare spells the game is not going to play that way even in the oddball situation where the wizard took phantom steed as one of his 2 spells scribed at 5th level ignoring all the other choices. It's not like a wizard turns 5th level and grabs leomund's tiny hut and phantom steed while ignoring combat spells. It would take longer than the duration of the mount's existence to drop the Tarrasque's 676 hp at 4.9 avg dpr than the duration of the phantom steed's 1 hour. Phantom steeds disappear after taking any damage at all, even a 1 point of damage. Range is clearly a disadvantage with the Tarrasque. There are just a few issues with phantom steed as a solution, including the generally eventual problem with running out of places to run when kiting by getting boxed in by structures. The first thing I would look at would be throwing objects as a potential ranged option. Sweeping it's tail along rubble and sending it flying following impromptu weapon rules allows for a range of 60 ft and following impromptu damage rules allows for a typical 1d10 damage, for example. It's reasonable for the DM to increase that range based on the creature size, much like giants throwing boulders compared to humans throwing stones but that's DM dependent (I might go with 60/180 as 3x the impromptu ranges). Ignoring the party and continuing to destroy buildings is still going to destroy villages in the rampage but collapsing rubble would also bury party members in rubble and inflict 4d10 damage in the process following the improvised damage tables. The improvised attacks and damage characterize the destructive nature of this particular threat. If I were to take it further, I would be inclined to add in regen and a breath weapon. If I want something like Godzella (because Godzilla as a property is owned elsewhere afaik) then some spiral breath and regen fits that iconic monster as well. A solid range line breath weapon resolves range issues. EDIT: how did you get 4.9 average DPR off of 2d6 on a 15 DC? It looks like you forgot the spell resistance and I'm getting 3.43 avg? [/QUOTE]
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