Spirit Turtle
Creature 21 (rare) — fey
Pre-Remaster content. May include legacy alignment.
Spirit turtles are benevolent fey known to heal those in need and confer other powerful gifts. These gentle giants resemble enormous turtles and often bear entire ecosystems on their shells. In ancient times, so the legend goes, spirit turtles used to grant wishes to many mortals. After millennia of such encounters, the giant creatures grew tired and went into hiding or returned to their home plane, the First World. Those few spirit turtles who remain on Golarion now grant their favors only to
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +35
Skills diplomacy +36, 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
Resistances fire 20, physical 15
Weaknesses cold-iron 20
Speed 30 feet, swim 40 feet
Offense
Melee Jaws +37, Damage 4d12+14 piercing
Melee Foot +37, Damage 4d10+14 bludgeoning
Abilities
Environmental Balance (primal) —
Constant Spells — Constant Spells
Regeneration 25 (Deactivated by Cold Iron or Unholy) — Regeneration
Pacifying Aura (emotion, primal) — 100 feet. A spirit turtle exudes a constant feeling of calm. Creatures within the aura are subjected to a 10th-rank Calm 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.
Constrict — 4d12+7 bludgeoning, DC 41 Fortitude
Constrict
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 plus 4d8 untyped{10d10 bludgeoning damage and 4d8 energy damage} and are knocked Prone (DC 41 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.
Improved Grab — Improved Grab
Improved Knockdown — Improved Knockdown
Spells
Primal Phenomenon (rank 10)
Revival (rank 10)
Moment of Renewal (rank 8)
Plane Shift (Self Only) (rank 7)
Regenerate (rank 7)
Field of Life (rank 6)
Breath of Life (rank 5)
Truespeech (Constant) (rank 5)
Vital Beacon (At Will) (rank 4)
Restoration (rank 2)
Heal (At Will) (rank 1)
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