Spirit Turtle

CREATURE 21

rare cg gargantuan fey 

Perception +35

Languages Common, Sylvan; tongues

Skills Diplomacy +36, Lore (all subcategories) +34, Medicine +40, Nature +36, Occultism +34, Survival +40

Str +8 Dex +6 Con +11 Int +6 Wis +10 Cha +7

AC  45; Fort +40, Ref +32, Will +38

HP 320, regeneration 25 (deactivated by cold iron or evil); Weaknesses cold iron 20; Resistances fire 20, physical 15

Pacifying Aura (emotion, enchantment, primal) 100 feet. A spirit turtle exudes a constant feeling of calm. Creatures within the aura are subjected to a 10th-level calm emotions spell (DC 44 Will save). The effects persist up to 1 hour, even if the creature leaves the aura. Regardless of the result of the saving throw, the creature is temporarily immune for 1 hour.

Speed 30 feet, swim 40 feet

Melee [>] jaws +37 (magical, reach 20 feet), Damage 4d12+14 piercing plus 2d6 energy and Improved Grab

Melee [>] foot +37 (magical, reach 15 feet), Damage 4d10+14 bludgeoning plus 2d6 energy and Improved Knockdown

Primal Innate Spells DC 44; 10th primal phenomenon, revival; 9th field of life (×2); 8th moment of renewal (×2); 7th plane shift (self only), regenerate (×2); 6th restoration (×2); 5th breath of life (×3); 4th heal (at will), vital beacon (at will); Constant (10th) tongues

Constrict [>] 4d12+7 bludgeoning, DC 41

Environmental Balance [F] (evocation, primal) Trigger The spirit turtle begins their turn; Effect The spirit turtle harnesses their connection with the world around them to augment their attacks. They choose acid, cold, electricity, or fire. The energy damage dealt by their Strikes and Unbalancing Stomp changes to the selected energy type.

Unbalancing Stomp [>>] The spirit turtle makes a foot Strike. Whether or not the Strike hits, the stomp creates a shockwave on the ground in a 15-foot burst centered on the target. All creatures in the area other than the spirit turtle take 10d10 bludgeoning and 4d8 energy damage and are knocked prone (DC 41 basic Reflex save). Creatures that critically succeed at their Reflex save are not knocked prone. The spirit turtle can't use Unbalancing Stomp again for 1d4 rounds.

Fists of the Ruby Phoenix #3: King of the Mountain, page 86.

Open Spirit Turtle in the interactive creatures list or browse all creatures starting with S.