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Up To Eleven is a defunct trope


** [[UpToEleven If that's not enough]], [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=239961 Avacyn]] gives this power to ''all your creatures''.

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** [[UpToEleven If that's not enough]], enough, [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=239961 Avacyn]] gives this power to ''all your creatures''.
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** In 5th edition, the sourcebook ''Xanathar's Guide to Everything'' has a new 9th level spell called Invulnerability. When used, the caster is immune to any form of damage and it lasts up to 10 minutes provided the caster can concentrate that long. Additionally there's a powerful armor in the ''Dungeon Master's Manual'' called the Armour of Invulnerability, it normally makes the character resistant to non-magical physical attacks but the wearer can once a day increase this to full immunity for up to 10 minutes.
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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452 Emrakul]], while not actually possessing the "Indestructible" rule, can't be countered and is immune to coloured instant and sorceries (read: the vast majority of them). Creatures can harm her, but given high Power and Toughness, as well as the flying ability, she's ''very'' hard to put down. And if she does die, she'll go back into her owner's deck, potentially letting them recast her.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452 Emrakul]], while not actually possessing the "Indestructible" rule, can't be countered and is immune to coloured instant and sorceries (read: the vast majority of them). Creatures can harm her, but given her high Power and Toughness, as well as the flying ability, she's ''very'' hard to put down. And if she does die, she'll go back into her owner's deck, potentially letting them recast her.
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*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452 Emrakul]], while not actually possessing the "Indestructible" rule, does prevent itself from being countered and being affected by almost all spells (so only colorless artifacts can harm him). Given his insanely high Power and Toughness, as well as the flying ability, this makes him VERY hard to put down.

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*** ** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452 Emrakul]], while not actually possessing the "Indestructible" rule, does prevent itself from being can't be countered and being affected by almost all spells (so only colorless artifacts is immune to coloured instant and sorceries (read: the vast majority of them). Creatures can harm him). Given his insanely her, but given high Power and Toughness, as well as the flying ability, this makes him VERY she's ''very'' hard to put down.down. And if she does die, she'll go back into her owner's deck, potentially letting them recast her.
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*** And the Decieved actually take this one step ''further'', dropping the "Nigh" from NighInvulnerability altogether. Even if you kill a Decieved, destroy every trace of its body so it has nothing to regrow from, and erase every record of its existence so it can't be called back, it will ''still'' spontaneously reincarnate after enough time passes. Even if Earth itself was destroyed, the Decieved would just start reincarnating on Mars.

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*** And the Decieved Deceived actually take this one step ''further'', dropping the "Nigh" from NighInvulnerability altogether. Even if you kill a Decieved, Deceived, destroy every trace of its body so it has nothing to regrow from, and erase every record of its existence so it can't be called back, it will ''still'' spontaneously reincarnate after enough time passes. Even if Earth itself was destroyed, the Decieved Deceived would just start reincarnating on Mars.

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* [[OurLichesAreDifferent Liches]] in most games that have them will regenerate from any sort of destruction unless their SoulJar is broken first.
* The ''TabletopGame/DarkSun'' setting has the Dragon of Tyr, the most powerful and feared being on the DeathWorld of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half damage from unless they're made of metal), has 80% magic resistance and is immune to most StatusEffects. It's outright stated in the book that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified of the creature.
* In the ''TabletopGame/DresdenFiles'' RPG, this is the purview of the Physical Immunity power, which provides pretty much exactly what it says it does. There is a drawback -- like the lesser Toughness abilities, it requires a Catch, in the form of an attack that will completely bypass it. This can be very simple (one sample fire elemental had Physical Immunity to fire, with the Catch being, well, everything that ''wasn't'' fire) to incredibly obscure (see Nicodemus's entry in Literature, for instance).



** Of course, at the same time, it has some fairly major tactical weaknesses - it has an Intelligence of 3 (minimum for non-animal intelligence, human average being 10), is completely groundbound, and has no attacks beyond its reach (and no magical attacks). Thus, it is completely helpless against anything incorporeal (can only be hurt by magic weapons) or airborne. They might have some trouble hurting it, but it can't do anything to them, so doing 1 more damage than its regeneration (on average, per round) is enough to [[CherryTapping cherrytap]] it to death, assuming you can keep up if it flees. Also, its regeneration does not work against direct ability damage.

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** Of course, at the same time, it has some fairly major tactical weaknesses - -- it has an Intelligence of 3 (minimum for non-animal intelligence, human average being 10), is completely groundbound, and has no attacks beyond its reach (and no magical attacks). Thus, it is completely helpless against anything incorporeal (can only be hurt by magic weapons) or airborne. They might have some trouble hurting it, but it can't do anything to them, so doing 1 more damage than its regeneration (on average, per round) is enough to [[CherryTapping cherrytap]] it to death, assuming you can keep up if it flees. Also, its regeneration does not work against direct ability damage.



** There is a possible ShoutOut to this creature in ''VideoGame/{{Starcraft}}'', in which one of the higher-level Zerg units is called a Torrasque. It is quite durable, regenerates quickly, and is presented as being continually reincarnated by a specific cerebrate. That may actually also be a reference to the original creature of actual legend, a dragon named "the tarrasque". It had a turtle-like shell, and proved invulnerable to everything - until blessed by a saint, at which point it became both vulnerable, and docile as a lamb. Too bad for it the local villagers weren't in a forgiving mood, despite the saint's pleading.

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** There is a possible ShoutOut to this creature in ''VideoGame/{{Starcraft}}'', in which one of the higher-level Zerg units is called a Torrasque. It is quite durable, regenerates quickly, and is presented as being continually reincarnated by a specific cerebrate. That may actually also be a reference to the original creature of actual legend, a dragon named "the tarrasque". It had a turtle-like shell, and proved invulnerable to everything - -- until blessed by a saint, at which point it became both vulnerable, and docile as a lamb. Too bad for it the local villagers weren't in a forgiving mood, despite the saint's pleading.



* The ''TabletopGame/DarkSun'' setting has the Dragon of Tyr, the most powerful and feared being on the DeathWorld of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half damage from unless they're made of metal), has 80% magic resistance and is immune to most StatusEffects. It's outright stated in the book that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified of the creature.

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* The ''TabletopGame/DarkSun'' setting ''TabletopGame/{{GURPS}}'' has the Dragon of Tyr, Supernatural Durability advantage that gives the most powerful ability to survive any amount of punishment unfazed until you reach -5xhp and feared even then only one form of damage can truly kill you. The rules do say that being blown to pieces by a single attack is still lethal.
** In ''TabletopGame/{{GURPS Supers}}'',
on the DeathWorld discussion of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half cosmic scale characters, buying enough Damage Reduction to divide an attack's damage from unless they're made of metal), has 80% magic resistance and by ''one billion'' is immune to most StatusEffects. It's outright stated in the book noted as being "alarmingly cheap" at just 1350 points. Consider that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should destruction of Hiroshima required not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified even a hundred thousand points of the creature.damage.



* Not only are ''TabletopGame/{{Warhammer 40000}}'''s Necrons Franchise/{{Terminator}}-like metal skeletons with amazing damage resistance, they have the ability to teleport matter directly to their own system from their tombs for nanites to incorporate it into their forms as a self-repair mechanism powerful enough to rebuild them even if cut to pieces. And if you DO manage to get one to stay down, its various component parts will be teleported back to the tomb and rebuilt no matter what sort of damage has occurred. The Imperium doesn't even know if there exists weapons that can kill Necrons. And given the kind of weapons that exist in ''Warhammer 40000'', that's saying quite a lot.
** One Necron managed to directly regenerate from being melted into a puddle of metal. And this was not even a leader, just a Necron mook.
** There is technically a way to kill Necrons and possibly their C'Tan gods -- hitting them with weapons that expose them directly to [[HyperspaceIsAScaryPlace the Warp]], since their existence is purely material, and they can't survive the Immaterium. That's the purpose of the Blackstone Fortresses aka Talismans of Vaul. The background tends to get retconned with every version release, so this may no longer be valid.
** Daemons aren't so easy to dispose of either. Powerful ones cannot actually be killed (at least with physical weapons), merely banished back into the Warp, and even doing stupendous amounts of damage only makes the banishment longer. Kill a daemon, and he'll probably be back in a couple centuries, which isn't much time in ''TabletopGame/{{Warhammer 40000}}''. Other supernatural entities share similar traits, such as the bodiless "walking armor" soldiers of the Thousand Sons legion of Chaos Space Marines, who have an annoying tendency to come back from the dead.
*** However, if a Daemon dies under [[TheSoulless a Blank's presence]] (which cuts off and suppresses the Warp), they are [[KilledOffForReal permanently dead.]]
** Space Marines almost constantly wear armour better than most tanks; underneath is a three-metre-tall SuperSoldier with a bullet-proof chest and multiple spare organs. Even severe damage near to the point of death doesn't stop them, as they are wired into a [[MiniMecha Dreadnought]] and continue fighting.
** [[OurOrcsAreDifferent Da Orks]] are already ridiculously tough, being hulking brutes with physical strength equal to or greater than a fully equipped Space Marine, but they are further resilient due to being [[PlantAliens animals with a symbiotic relationship to fungi]], almost completely devoid of vital organs and any injury short of missing limbs being superficial (it is thought that bolters, self-propelled explosive rounds, were invented originally to combat Orks). There are reports of Orks being decapitated, ''killing the person who decapitated them then '''reattaching their own severed head''''', with no problems whatsoever. Datz ''reel'' Orky.
*** Makari (a [[OurGoblinsAreDifferent grot]] who was Ghazghkull's standard bearer) had the supernatural luck version of this, effectively granting him a great saving throw against pretty much anything. In 8th edition Makari has a 2+ invulnerable save, the single best save in the whole game as only one in six attacks will harm him.
* The dwarves from the ''TabletopGame/{{Warhammer}}'' games. While still being mortal and technically still squishy on the inside (so no "Made of" rules) the ''TabletopGame/BloodBowl'' rule book comments on their "Stubborn Knack of refusing to Die".



** [[TabletopGame/MummyTheCurse Mummies]] were made to be immortal, implacable servants of dark gods, and it shows. Like Prometheans, they don't pass out or bleed out, though they do suffer wound penalties. On top of that, they can regenerate damage, and have a couple of methods to accelerate it. They can only be killed when their health meters are filled with aggravated damage and they're not already accelerating its healing. Even assuming you manage to kill one, they ''will'' come back - not may, ''will'', albeit still somewhat battered. Not even destroying their bodies can stop them, because they can be called back from death into a new body.

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** [[TabletopGame/MummyTheCurse Mummies]] were made to be immortal, implacable servants of dark gods, and it shows. Like Prometheans, they don't pass out or bleed out, though they do suffer wound penalties. On top of that, they can regenerate damage, and have a couple of methods to accelerate it. They can only be killed when their health meters are filled with aggravated damage and they're not already accelerating its healing. Even assuming you manage to kill one, they ''will'' come back - -- not may, ''will'', albeit still somewhat battered. Not even destroying their bodies can stop them, because they can be called back from death into a new body.



* In ''TabletopGame/{{Nobilis}}'', all Nobles know a simple rite that renders them immune to a certain level of mortal harm. Unusually, as the character gets more powerful, the rite will start to include ''less'' severe damage. So, a weak Noble will walk out of a (mundane) [[NukeEm nuclear explosion]] unharmed, but be completely vulnerable to bullets. True masters of this rite can't even be ''insulted'' by mortals.
** In spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine'', anyone on an Immortal arc can't be killed, shrugging off most anything that would harm them.



* ''TabletopGame/{{GURPS}}'' has the Supernatural Durability advantage that gives the ability to survive any amount of punishment unfazed until you reach -5xhp and even then only one form of damage can truly kill you. The rules do say that being blown to pieces by a single attack is still lethal.
** In ''TabletopGame/{{GURPS Supers}}'', on the discussion of cosmic scale characters, buying enough Damage Reduction to divide an attack's damage by ''one billion'' is noted as being "alarmingly cheap" at just 1350 points. Consider that the destruction of Hiroshima required not even a hundred thousand points of damage.
* Several characters in ''TabletopGame/{{Scion}}'' come with Invulnerability, though this almost always has one caveat - a character with higher Legend can damage them. There are some exceptions to even this, however.
* [[OurLichesAreDifferent Liches]] in most games that have them will regenerate from any sort of destruction unless their SoulJar is broken first.
* In ''TabletopGame/{{Nobilis}}'', all Nobles know a simple rite that renders them immune to a certain level of mortal harm. Unusually, as the character gets more powerful, the rite will start to include ''less'' severe damage. So, a weak Noble will walk out of a (mundane) [[NukeEm nuclear explosion]] unharmed, but be completely vulnerable to bullets. True masters of this rite can't even be ''insulted'' by mortals.
** In spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine'', anyone on an Immortal arc can't be killed, shrugging off most anything that would harm them.

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* ''TabletopGame/{{GURPS}}'' The adamantine golem in ''TabletopGame/{{Pathfinder}}'', by far the most durable golem in existence. Its HP total isn't really impressive (205), but it has 33 AC, DR 15/epic (ignores the Supernatural Durability advantage that gives the ability to survive any amount of punishment unfazed until you reach -5xhp and even then only one form first 15 points of damage can truly kill you. The rules do say that being blown to pieces by a single attack is still lethal.
** In ''TabletopGame/{{GURPS Supers}}'', on the discussion of cosmic scale characters, buying enough Damage Reduction to divide an attack's damage by ''one billion'' is noted as being "alarmingly cheap" at just 1350 points. Consider that the destruction of Hiroshima required not even a hundred thousand points of damage.
* Several characters in ''TabletopGame/{{Scion}}'' come
from weapons except those with Invulnerability, though this almost always has one caveat - a character with higher Legend can damage them. There are some exceptions magical enhancements equivalent in cost to even this, however.
* [[OurLichesAreDifferent Liches]] in most games that have them will regenerate from any sort of destruction unless their SoulJar
a +6 weapon at least), is broken first.
* In ''TabletopGame/{{Nobilis}}'', all Nobles know a simple rite that renders them
immune to a certain level of mortal harm. Unusually, as the character all spells and spell-like abilities that allow spell resistance except for ''transmute metal to wood'' that slows it down and changes its damage reduction to 15/adamantine, recovers 10 hp per round and even below 0 HP (constructs are normally destroyed at this stage), it simply gets more powerful, downed and keeps recovering and may return to the rite will start to include ''less'' severe damage. So, fight if brought back at 1 HP at least, and only a weak Noble will walk out of a (mundane) [[NukeEm nuclear explosion]] unharmed, but be completely vulnerable to bullets. True masters of this rite can't even be ''insulted'' natural 20 followed by mortals.
** In spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine'', anyone on
a successful critical hit confirmation with an Immortal arc can't be killed, shrugging off most anything that would harm them.adamantine vorpal weapon while the adamantine golem is downed can destroy it for good.



* In the ''TabletopGame/DresdenFiles'' RPG, this is the purview of the Physical Immunity power, which provides pretty much exactly what it says it does. There is a drawback -- like the lesser Toughness abilities, it requires a Catch, in the form of an attack that will completely bypass it. This can be very simple (one sample fire elemental had Physical Immunity to fire, with the Catch being, well, everything that ''wasn't'' fire) to incredibly obscure (see Nicodemus's entry in Literature, for instance).
* The adamantine golem in ''TabletopGame/{{Pathfinder}}'', by far the most durable golem in existence. Its HP total isn't really impressive (205), but it has 33 AC, DR 15/epic (ignores the first 15 points of damage from weapons except those with magical enhancements equivalent in cost to a +6 weapon at least), is immune to all spells and spell-like abilities that allow spell resistance except for ''transmute metal to wood'' that slows it down and changes its damage reduction to 15/adamantine, recovers 10 hp per round and even below 0 HP (constructs are normally destroyed at this stage), it simply gets downed and keeps recovering and may return to the fight if brought back at 1 HP at least, and only a natural 20 followed by a successful critical hit confirmation with an adamantine vorpal weapon while the adamantine golem is downed can destroy it for good.

to:

* In the ''TabletopGame/DresdenFiles'' RPG, Several characters in ''TabletopGame/{{Scion}}'' come with Invulnerability, though this is almost always has one caveat -- a character with higher Legend can damage them. There are some exceptions to even this, however.
* Not only are ''TabletopGame/{{Warhammer 40000}}'''s Necrons Franchise/{{Terminator}}-like metal skeletons with amazing damage resistance, they have
the purview ability to teleport matter directly to their own system from their tombs for nanites to incorporate it into their forms as a self-repair mechanism powerful enough to rebuild them even if cut to pieces. And if you DO manage to get one to stay down, its various component parts will be teleported back to the tomb and rebuilt no matter what sort of damage has occurred. The Imperium doesn't even know if there exists weapons that can kill Necrons. And given the kind of weapons that exist in ''Warhammer 40000'', that's saying quite a lot.
** One Necron managed to directly regenerate from being melted into a puddle of metal. And this was not even a leader, just a Necron mook.
** There is technically a way to kill Necrons and possibly their C'Tan gods -- hitting them with weapons that expose them directly to [[HyperspaceIsAScaryPlace the Warp]], since their existence is purely material, and they can't survive the Immaterium. That's the purpose
of the Physical Immunity power, Blackstone Fortresses aka Talismans of Vaul. The background tends to get retconned with every version release, so this may no longer be valid.
** Daemons aren't so easy to dispose of either. Powerful ones cannot actually be killed (at least with physical weapons), merely banished back into the Warp, and even doing stupendous amounts of damage only makes the banishment longer. Kill a daemon, and he'll probably be back in a couple centuries,
which provides isn't much time in ''TabletopGame/{{Warhammer 40000}}''. Other supernatural entities share similar traits, such as the bodiless "walking armor" soldiers of the Thousand Sons legion of Chaos Space Marines, who have an annoying tendency to come back from the dead.
*** However, if a Daemon dies under [[TheSoulless a Blank's presence]] (which cuts off and suppresses the Warp), they are [[KilledOffForReal permanently dead.]]
** Space Marines almost constantly wear armour better than most tanks; underneath is a three-metre-tall SuperSoldier with a bullet-proof chest and multiple spare organs. Even severe damage near to the point of death doesn't stop them, as they are wired into a [[MiniMecha Dreadnought]] and continue fighting.
** [[OurOrcsAreDifferent Da Orks]] are already ridiculously tough, being hulking brutes with physical strength equal to or greater than a fully equipped Space Marine, but they are further resilient due to being [[PlantAliens animals with a symbiotic relationship to fungi]], almost completely devoid of vital organs and any injury short of missing limbs being superficial (it is thought that bolters, self-propelled explosive rounds, were invented originally to combat Orks). There are reports of Orks being decapitated, ''killing the person who decapitated them then '''reattaching their own severed head''''', with no problems whatsoever. Datz ''reel'' Orky.
*** Makari (a [[OurGoblinsAreDifferent grot]] who was Ghazghkull's standard bearer) had the supernatural luck version of this, effectively granting him a great saving throw against
pretty much exactly what it says it does. There is anything. In 8th edition Makari has a drawback -- like 2+ invulnerable save, the lesser Toughness abilities, it requires a Catch, single best save in the form of an attack that whole game as only one in six attacks will completely bypass it. This can be very simple (one sample fire elemental had Physical Immunity to fire, with the Catch being, well, everything that ''wasn't'' fire) to incredibly obscure (see Nicodemus's entry in Literature, for instance).
harm him.
* The adamantine golem in ''TabletopGame/{{Pathfinder}}'', by far the most durable golem in existence. Its HP total isn't really impressive (205), but it has 33 AC, DR 15/epic (ignores the first 15 points of damage dwarves from weapons except those with magical enhancements equivalent in cost to a +6 weapon at least), is immune to all spells the ''TabletopGame/{{Warhammer}}'' games. While still being mortal and spell-like abilities that allow spell resistance except for ''transmute metal to wood'' that slows it down and changes its damage reduction to 15/adamantine, recovers 10 hp per round and even below 0 HP (constructs are normally destroyed at this stage), it simply gets downed and keeps recovering and may return to technically still squishy on the fight if brought back at 1 HP at least, and only a natural 20 followed by a successful critical hit confirmation with an adamantine vorpal weapon while inside (so no "Made of" rules) the adamantine golem is downed can destroy it for good.''TabletopGame/BloodBowl'' rule book comments on their "Stubborn Knack of refusing to Die".

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* The ''TabletopGame/DarkSun'' setting has the Dragon of Tyr, the most powerful and feared being on the DeathWorld of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half damage from unless they're made of metal), has 80% magic resistance and is immune to most StandardStatusEffects. It's outright stated in the book that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified of the creature.

to:

* The ''TabletopGame/DarkSun'' setting has the Dragon of Tyr, the most powerful and feared being on the DeathWorld of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half damage from unless they're made of metal), has 80% magic resistance and is immune to most StandardStatusEffects.StatusEffects. It's outright stated in the book that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified of the creature.
Is there an issue? Send a MessageReason:
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* Liches in most games that have them will regenerate from any sort of destruction unless their SoulJar is broken first.

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* Liches [[OurLichesAreDifferent Liches]] in most games that have them will regenerate from any sort of destruction unless their SoulJar is broken first.
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*** Makari (a [[OurGoblinsAreDifferent grot]] who was Ghazghkull's standard bearer) had the supernatural luck version of this, effectively granting him a great saving throw against pretty much anything. The most recent codex informs us that he "lived to the ripe old age of nine before finally being sat on by his master and subsequently fed to an ill-tempered Squiggoth."

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*** Makari (a [[OurGoblinsAreDifferent grot]] who was Ghazghkull's standard bearer) had the supernatural luck version of this, effectively granting him a great saving throw against pretty much anything. The most recent codex informs us that he "lived to In 8th edition Makari has a 2+ invulnerable save, the ripe old age of nine before finally being sat on by his master and subsequently fed to an ill-tempered Squiggoth."single best save in the whole game as only one in six attacks will harm him.

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Example indentation


* The Tarrasque, a monster from ''TabletopGame/DungeonsAndDragons'', is not only incredibly tough but regenerates at a hideous rate and will not stay dead, and is immunized to 50% of the offensive spells. The only way to kill it is to bring it to -10 hit points (the normal point of death for living creatures in ''D&D'') and cast ''wish'' or ''miracle'', specifically wishing for/requesting that the Tarrasque remains dead.

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* The Tarrasque, a ''TabletopGame/DungeonsAndDragons'':
**The Tarrasque
monster from ''TabletopGame/DungeonsAndDragons'', is not only incredibly tough but regenerates at a hideous rate and will not stay dead, and is immunized to 50% of the offensive spells. The only way to kill it is to bring it to -10 hit points (the normal point of death for living creatures in ''D&D'') and cast ''wish'' or ''miracle'', specifically wishing for/requesting that the Tarrasque remains dead.



** There is a ShoutOut to this creature in ''VideoGame/{{Starcraft}}'', in which one of the higher-level Zerg units is called a Torrasque. It is quite durable, regenerates quickly, and is presented as being continually reincarnated by a specific cerebrate.
*** That may actually also be a reference to the original creature of actual legend, a dragon named "the tarrasque". It had a turtle-like shell, and proved invulnerable to everything - until blessed by a saint, at which point it became both vulnerable, and docile as a lamb. Too bad for it the local villagers weren't in a forgiving mood, despite the saint's pleading.

to:

** There is a possible ShoutOut to this creature in ''VideoGame/{{Starcraft}}'', in which one of the higher-level Zerg units is called a Torrasque. It is quite durable, regenerates quickly, and is presented as being continually reincarnated by a specific cerebrate.
***
cerebrate. That may actually also be a reference to the original creature of actual legend, a dragon named "the tarrasque". It had a turtle-like shell, and proved invulnerable to everything - until blessed by a saint, at which point it became both vulnerable, and docile as a lamb. Too bad for it the local villagers weren't in a forgiving mood, despite the saint's pleading.



* Prior to 3rd edition, ''lots'' of D&D monsters had Nigh Invulnerability to weapons below a certain "plus" value, meaning that heroes without such equipment could only defeat them with spells, fire, or improvised alternative methods (e.g. holding a werewolf underwater until it drowns). This rule got the nickname "[[YouMustBeThisTallToRide You Must Be This Tall To Fight This Monster]]", and was fortunately replaced with damage resistance in 3E.

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* ** Prior to 3rd edition, ''lots'' of D&D monsters had Nigh Invulnerability to weapons below a certain "plus" value, meaning that heroes without such equipment could only defeat them with spells, fire, or improvised alternative methods (e.g. holding a werewolf underwater until it drowns). This rule got the nickname "[[YouMustBeThisTallToRide You Must Be This Tall To Fight This Monster]]", and was fortunately replaced with damage resistance in 3E.
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*** And the Decieved actually take this one step ''further''. Even if you kill a Decieved, destroy every trace of its body so it has nothing to regrow from, and erase every record of its existence so it can't be called back, it will ''still'' spontaneously reincarnate after enough time passes. Even if Earth itself was destroyed, the Decieved would just start reincarnating on Mars.

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*** And the Decieved actually take this one step ''further''.''further'', dropping the "Nigh" from NighInvulnerability altogether. Even if you kill a Decieved, destroy every trace of its body so it has nothing to regrow from, and erase every record of its existence so it can't be called back, it will ''still'' spontaneously reincarnate after enough time passes. Even if Earth itself was destroyed, the Decieved would just start reincarnating on Mars.
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*** And the Decieved actually take this one step ''further''. Even if you kill a Decieved, destroy every trace of its body so it has nothing to regrow from, and erase every record of its existence so it can't be called back, it will ''still'' spontaneously reincarnate after enough time passes. Even if Earth itself was destroyed, the Decieved would just start reincarnating on Mars.
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* The Tarrasque, a monster from ''TabletopGame/DungeonsAndDragons'', is not only incredibly tough but regenerates at a hideous rate and will not stay dead, and is immunized to 50% of the offensive spells. The only way to kill it is to bring it to -10 hit points (the normal point of death for living creatures in ''D&D'') and cast ''wish'' or ''miracle'', specifically wishing for/requesting that the Tarrasque remains dead.
** Of course, at the same time, it has some fairly major tactical weaknesses - it has an Intelligence of 3 (minimum for non-animal intelligence, human average being 10), is completely groundbound, and has no attacks beyond its reach (and no magical attacks). Thus, it is completely helpless against anything incorporeal (can only be hurt by magic weapons) or airborne. They might have some trouble hurting it, but it can't do anything to them, so doing 1 more damage than its regeneration (on average, per round) is enough to [[CherryTapping cherrytap]] it to death, assuming you can keep up if it flees. Also, its regeneration does not work against direct ability damage.
** The 4th edition version of the Tarrasque just plain cannot be killed; reducing it to 0 HitPoints simply banishes it back to its resting place at the core of the world. However, while still [[SuperToughness incredibly tough]] on account of massive hit points and all-purpose damage resistance, it no longer regenerates.
** There is a ShoutOut to this creature in ''VideoGame/{{Starcraft}}'', in which one of the higher-level Zerg units is called a Torrasque. It is quite durable, regenerates quickly, and is presented as being continually reincarnated by a specific cerebrate.
*** That may actually also be a reference to the original creature of actual legend, a dragon named "the tarrasque". It had a turtle-like shell, and proved invulnerable to everything - until blessed by a saint, at which point it became both vulnerable, and docile as a lamb. Too bad for it the local villagers weren't in a forgiving mood, despite the saint's pleading.
** Another Blizzard-related ShoutOut comes from the popular ''VideoGame/WarcraftIII'' map ''Defense of the Ancients'' with an item known as the Heart of Tarrasque. Providing a dramatic increase in health total and regeneration, the Hero carrying it becomes difficult to kill except by sustained vicious focus-fire from the enemy team.
** ''VideoGame/AnarchyOnline'' also has a ShoutOut to this critter by having it as one of their early endgame bosses, which drops bits of its own body that you can turn into armor.
* Prior to 3rd edition, ''lots'' of D&D monsters had Nigh Invulnerability to weapons below a certain "plus" value, meaning that heroes without such equipment could only defeat them with spells, fire, or improvised alternative methods (e.g. holding a werewolf underwater until it drowns). This rule got the nickname "[[YouMustBeThisTallToRide You Must Be This Tall To Fight This Monster]]", and was fortunately replaced with damage resistance in 3E.
** Particularly noteworthy were the ''AD&D'' versions of the rakshasa (invulnerable to mundane weapons ''and'' nearly all magic) and the intellect devourer (same deal, and even magical weapons' damage would be reduced to almost nothing on a hit).
* The ''TabletopGame/DarkSun'' setting has the Dragon of Tyr, the most powerful and feared being on the DeathWorld of Athas. Not only is it physically powerful, it possesses enormous psionic and defiling magic. It regenerates, can only be hit by magic items that are +2 or higher (which it only takes half damage from unless they're made of metal), has 80% magic resistance and is immune to most StandardStatusEffects. It's outright stated in the book that stats the Dragon and its home that, if the encounter is run properly, [[FailureIsTheOnlyOption the party should not be able to kill it]]. Even the setting's god-like sorcerer-kings are terrified of the creature.
* In the ''Mirrodin'' block of ''TabletopGame/MagicTheGathering'', there is a substance called darksteel that certain objects, including some artifact creatures, are made of. Anything made of this substance is ''indestructible'', meaning in game terms that it can't be destroyed or killed (although it can be removed through indirect means). A prime example of this is [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=48158 Darksteel Colossus]], a huge artificial giant that not only can't be killed by usual means, but if someone manages to actually send it to the graveyard, then it is simply put back into its owner's deck to be drawn again later. The ''indestructibility'' mechanic was retained and used in later blocks, and has been applied to many things not made of darksteel.
** just as an idea of how indestructible it is, WordOfGod says that it is easier to rewrite the laws of physics such that you find a piece of darksteel in the shape you want than it is to forge the darksteel by any conventional means.
** Also in the Magic Universe is [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=106473 Squee]], an innocent and friendly goblin who just couldn't stay dead. What started out in the books as him simply not retaining any damage as a form of [[AmusingInjuries comedic discontinuity]] was later [[CerebusRetcon changed into a legitimate supernatural ability]], causing him to come back from any level of abuse, even death. Unfortunately for Squee, [[spoiler:this is used as a form of torture when Ertai, TheDragon to BigBad Crovax, kills him over and over again.]]
** Another MTG example is Lord Konda, the evil daimyo of Kamigawa, who stole a powerful spirit from the otherworld and bound it inside an artifact that granted him eternal life and imperviousness to harm.
** Possibly the oldest example of this trope in MTG is the "Regenerate" mechanic, which (almost always for a cost, though usually a small one) negates the next attempt to kill or destroy the thing being regenerated, presumably by means of a phenomenal HealingFactor. With the right cards and a healthy stockpile of mana, your entire army can essentially become nigh-invulnerable.
** There are a [[http://tinyurl.com/mtg-phoenix handful of creature cards with the "Phoenix" subtype]], all of which have some ability that allows them, like their [[Myth/ClassicalMythology legendary namesake]], to come back from the dead. The cost and repeatability of this varies, but rest assured if your opponent puts a Phoenix on the battlefield, you'll probably have to kill it at least twice.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191313 Platinum Angel]] gives ''you'' Nigh Invulnerability, stating quite simply that while the angel is in play, you can't lose the game and your opponents can't win the game.
** If you can get your [[HitPoints life total]] above 30[[note]]For those who don't know, you typically start the game at 20.[[/note]] while he's on the field, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87600 Rune-Tail, Kisune Ascendant]] becomes an enchantment that makes all your creatures impervious to any and all forms of damage.
** Honestly, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4430 there]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130554 are]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=44311 lots]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10421 of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5753 cards]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26641 that]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79862 confer]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184631 or]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107280 possess]] Nigh Invulnerability, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=132090 far]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4580 too]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19546 many]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=41170 to]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=34769 list]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=22968 here]]. Yes, this is only a ''small'' sampling.
** Can't forget [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194911 Ulamog, the Infinite Gyre]], which at least has the justification of being an EldritchAbomination.
*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452 Emrakul]], while not actually possessing the "Indestructible" rule, does prevent itself from being countered and being affected by almost all spells (so only colorless artifacts can harm him). Given his insanely high Power and Toughness, as well as the flying ability, this makes him VERY hard to put down.
** [[UpToEleven If that's not enough]], [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=239961 Avacyn]] gives this power to ''all your creatures''.
** Special mention goes to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370405 Progenitus]], a huge, multi-headed hydra creature said to be the incarnation of a fractured world. In game terms, it has Protection from Everything which, in some ways, makes it even harder to get rid of than a creature that is "merely" indestructible, as it takes no damage, and cannot be targeted by any spells or abilities. It is still not completely impossible to overcome, as "universal" effects (which affect everything on the table) still affect it normally, but you more or less have to wipe out everything else on the board to get rid of Progenitus in the bargain.
* Not only are ''TabletopGame/{{Warhammer 40000}}'''s Necrons Franchise/{{Terminator}}-like metal skeletons with amazing damage resistance, they have the ability to teleport matter directly to their own system from their tombs for nanites to incorporate it into their forms as a self-repair mechanism powerful enough to rebuild them even if cut to pieces. And if you DO manage to get one to stay down, its various component parts will be teleported back to the tomb and rebuilt no matter what sort of damage has occurred. The Imperium doesn't even know if there exists weapons that can kill Necrons. And given the kind of weapons that exist in ''Warhammer 40000'', that's saying quite a lot.
** One Necron managed to directly regenerate from being melted into a puddle of metal. And this was not even a leader, just a Necron mook.
** There is technically a way to kill Necrons and possibly their C'Tan gods -- hitting them with weapons that expose them directly to [[HyperspaceIsAScaryPlace the Warp]], since their existence is purely material, and they can't survive the Immaterium. That's the purpose of the Blackstone Fortresses aka Talismans of Vaul. The background tends to get retconned with every version release, so this may no longer be valid.
** Daemons aren't so easy to dispose of either. Powerful ones cannot actually be killed (at least with physical weapons), merely banished back into the Warp, and even doing stupendous amounts of damage only makes the banishment longer. Kill a daemon, and he'll probably be back in a couple centuries, which isn't much time in ''TabletopGame/{{Warhammer 40000}}''. Other supernatural entities share similar traits, such as the bodiless "walking armor" soldiers of the Thousand Sons legion of Chaos Space Marines, who have an annoying tendency to come back from the dead.
*** However, if a Daemon dies under [[TheSoulless a Blank's presence]] (which cuts off and suppresses the Warp), they are [[KilledOffForReal permanently dead.]]
** Space Marines almost constantly wear armour better than most tanks; underneath is a three-metre-tall SuperSoldier with a bullet-proof chest and multiple spare organs. Even severe damage near to the point of death doesn't stop them, as they are wired into a [[MiniMecha Dreadnought]] and continue fighting.
** [[OurOrcsAreDifferent Da Orks]] are already ridiculously tough, being hulking brutes with physical strength equal to or greater than a fully equipped Space Marine, but they are further resilient due to being [[PlantAliens animals with a symbiotic relationship to fungi]], almost completely devoid of vital organs and any injury short of missing limbs being superficial (it is thought that bolters, self-propelled explosive rounds, were invented originally to combat Orks). There are reports of Orks being decapitated, ''killing the person who decapitated them then '''reattaching their own severed head''''', with no problems whatsoever. Datz ''reel'' Orky.
*** Makari (a [[OurGoblinsAreDifferent grot]] who was Ghazghkull's standard bearer) had the supernatural luck version of this, effectively granting him a great saving throw against pretty much anything. The most recent codex informs us that he "lived to the ripe old age of nine before finally being sat on by his master and subsequently fed to an ill-tempered Squiggoth."
* The dwarves from the ''TabletopGame/{{Warhammer}}'' games. While still being mortal and technically still squishy on the inside (so no "Made of" rules) the ''TabletopGame/BloodBowl'' rule book comments on their "Stubborn Knack of refusing to Die".
* ''TabletopGame/NewWorldOfDarkness'':
** While there's not really such a thing as "invulnerability,", [[TabletopGame/PrometheanTheCreated Prometheans]] come pretty damn close. For instance, most mortals and supernatural creatures take wound penalties to all actions after they take a certain amount of damage. Similarly, if their health meters fill with bashing, they have to resist passing out, and if they fill up with lethal, they start bleeding out. Prometheans experience ''none'' of this; the only way to put them down is to fill their health meters with aggravated damage. And after that, they can ''still'' come back if their Azoth is high enough. Of course, [[CrapsackWorld this is the World of Darkness]]. The only reason they're that tough (gameplay-wise) is because they ''need'' to be tough; [[WalkingWasteland the world]] ''[[EnemyToAllLivingThings literally]]'' [[HatePlague hates]] [[TheChewToy them]], and the only way out is to ''[[BroughtDownToNormal lose]]'' their powers, including invulnerability.
** Similarly, there are the [[SerialKiller slashers]] who follow the Mask Undertaking. Any attack against them, be it with a sword, a machine gun, or a flamethrower, only fills ''one'' box on their health meter, and it has to fill all the way before they go down (and even then, that's not much of a guarantee).
** No mention of [[TabletopGame/GeistTheSinEaters Sin-Eaters]]? These guys are able to [[NoSell shrug off]] injury to a degree, cannot be knocked out, and to top it all off, unless you destroy the geist after killing them, they won't stay dead. Of course... each resurrection after the first one sends them further out of sync with the geist and may lead to a FateWorseThanDeath.
** [[TabletopGame/MummyTheCurse Mummies]] were made to be immortal, implacable servants of dark gods, and it shows. Like Prometheans, they don't pass out or bleed out, though they do suffer wound penalties. On top of that, they can regenerate damage, and have a couple of methods to accelerate it. They can only be killed when their health meters are filled with aggravated damage and they're not already accelerating its healing. Even assuming you manage to kill one, they ''will'' come back - not may, ''will'', albeit still somewhat battered. Not even destroying their bodies can stop them, because they can be called back from death into a new body.
** [[TabletopGame/VampireTheRequiem Vampires]] aren't as dangerous as some on this list, but after their upgrade in the 2nd edition, are still bad. They reduce the damage severity of almost all attacks, so you would need to literally mince them before you can kill them, they have a HealingFactor, if you don't kill them the "right" way they can come back, and that's not even talking about those who have access to [[SuperSmoke Mist Form]].
** Likewise, [[TabletopGame/WerewolfTheForsaken Werewolves]] got a major overhaul in their 2nd edition and now gladly embrace this trope. They are effectively immune to the ChunkySalsaRule, being completely unaffected by any source of Aggravated damage that isn't caused by supernatural attacks or silver weapons. This means that blowing a hole in their head with a sniper rifle, running over them in a truck, blowing them up, it's all about as effective as trying to hit them with a sword or shoot them with regular bullets. Though their HealingFactor is slower than a vampire's (depending on their power level), they have the ability to go into [[HulkingOut Gauru form]], in which they regenerate so quickly that they restore themselves back to full health ''every single turn''. A combat optimised Rahu (combat specialist werewolf) is capable of surviving just about anything shy of someone crashing a 747 into them.
* ''TabletopGame/OldWorldOfDarkness'':
** [[TabletopGame/MummyTheResurrection Mummies]] are effectively indestructible. They take damage pretty much the same as any other player character; the difference is they regenerate damage, and have something like 7 wound levels past incapacitated that define various levels of dismemberment to their corpse. The reason? To figure out how long it will take before they can get back up again. The answer is usually not long.
** Mages in ''TabletopGame/MageTheAscension'' can take the 'Immunity' Merit, which can be taken to a level to prevent all damage from all save a progressively rarer source. If taken to a high enough level, this can prevent all damage '''not''' from such sources as the PublicDomainArtifact of choice or more common sources under more stringent conditions (the book itself 'mistletoe dagger wielded by a red-headed woman on the night of the full moon' as a viable option). [[GameBreaker Unsurprisingly, many Storytellers do not allow it in their games.]]
** The vampires in ''TabletopGame/VampireTheMasquerade'' have the Fortitude discipline, which is pretty much this trope when you get it past even mediocre levels. If you have enough you can reduce sun and fire from OneHitKill to "meh", meaning you can [[OurVampiresAreDifferent walk around in broad daylight, for a short time.]]
* ''TabletopGame/{{GURPS}}'' has the Supernatural Durability advantage that gives the ability to survive any amount of punishment unfazed until you reach -5xhp and even then only one form of damage can truly kill you. The rules do say that being blown to pieces by a single attack is still lethal.
** In ''TabletopGame/{{GURPS Supers}}'', on the discussion of cosmic scale characters, buying enough Damage Reduction to divide an attack's damage by ''one billion'' is noted as being "alarmingly cheap" at just 1350 points. Consider that the destruction of Hiroshima required not even a hundred thousand points of damage.
* Several characters in ''TabletopGame/{{Scion}}'' come with Invulnerability, though this almost always has one caveat - a character with higher Legend can damage them. There are some exceptions to even this, however.
* Liches in most games that have them will regenerate from any sort of destruction unless their SoulJar is broken first.
* In ''TabletopGame/{{Nobilis}}'', all Nobles know a simple rite that renders them immune to a certain level of mortal harm. Unusually, as the character gets more powerful, the rite will start to include ''less'' severe damage. So, a weak Noble will walk out of a (mundane) [[NukeEm nuclear explosion]] unharmed, but be completely vulnerable to bullets. True masters of this rite can't even be ''insulted'' by mortals.
** In spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine'', anyone on an Immortal arc can't be killed, shrugging off most anything that would harm them.
* TabletopGame/SavageWorlds has the "Edge" (AKA feat) called 'Harder to Kill', which grants a player a 50/50 shot at survival any time they would otherwise be killed.
* In the ''TabletopGame/DresdenFiles'' RPG, this is the purview of the Physical Immunity power, which provides pretty much exactly what it says it does. There is a drawback -- like the lesser Toughness abilities, it requires a Catch, in the form of an attack that will completely bypass it. This can be very simple (one sample fire elemental had Physical Immunity to fire, with the Catch being, well, everything that ''wasn't'' fire) to incredibly obscure (see Nicodemus's entry in Literature, for instance).
* The adamantine golem in ''TabletopGame/{{Pathfinder}}'', by far the most durable golem in existence. Its HP total isn't really impressive (205), but it has 33 AC, DR 15/epic (ignores the first 15 points of damage from weapons except those with magical enhancements equivalent in cost to a +6 weapon at least), is immune to all spells and spell-like abilities that allow spell resistance except for ''transmute metal to wood'' that slows it down and changes its damage reduction to 15/adamantine, recovers 10 hp per round and even below 0 HP (constructs are normally destroyed at this stage), it simply gets downed and keeps recovering and may return to the fight if brought back at 1 HP at least, and only a natural 20 followed by a successful critical hit confirmation with an adamantine vorpal weapon while the adamantine golem is downed can destroy it for good.

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