Samloyal23
Adventurer
Trapping a tarrasque underwater with something like a Wall of Force could make it an easy target. No the damage is not lethal, but the immobilisation would be a solid tactical advantage.
how does one go about trapping godzilla in a forcecage?Trapping a tarrasque underwater with something like a Wall of Force could make it an easy target. No the damage is not lethal, but the immobilisation would be a solid tactical advantage.
how does one go about trapping godzilla in a forcecage?
Look at the first sentence.SRD said:Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.
SRD said:'If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp).'
SRD said:'The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.'
As it fails its saving throw against drowning every round. this means every 6 seconds it is under water is 868 more health it needs to heal. While not dead, it is quite surly trapped for two muinits and 6 seconds, every six seconds. By trapping it for say an hour you have in fact made it take another 21 hours to regenerate. So by trapping it for a day you make it take 504 hours to regen or roughly 24 days. I could go on, but you can be pretty certain that if you manage this, you have doomed it.SRD said:'If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp).'
3.5 DMG said:Drowning: Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.