Spirit Turtle
Creature 21 (rare) — fey
Pre-Remaster content. May include legacy alignment.
AnvilLANDAQUATICfey
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
Languages common, fey; tongues
Skills All Lores +34, 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 (regeneration 25 (deactivated by cold iron or unholy))
Resistances fire 20, physical 15
Weaknesses cold-iron 20
Speed 30 feet, swim 40 feet
Offense
Melee Jaws (magical, reach-20, unarmed) +37, Damage 4d12+14 piercing plus Improved Grab
Melee Foot (magical, reach-15, unarmed) +37, Damage 4d10+14 bludgeoning plus Improved Knockdown
Abilities
Environmental Balance (primal) —
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Regeneration 25 (Deactivated by Cold Iron or Unholy) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
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
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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 Knockdown —
Primal Innate Spells DC 44
10th Primal Phenomenon, Revival
8th Moment of Renewal (×2)
7th Plane Shift (Self Only), Regenerate (×2)
6th Field of Life (×2)
5th Breath of Life (×3), Truespeech (Constant)
4th Vital Beacon (At Will)
2nd Restoration (×2)
1st Heal (At Will)
WORKS WELL WITH
FlankerLAND / AQUATICThe anvil's area control and size force enemies into predictable positions that a flanker can exploit for off-guard strikes.
SniperLAND / AQUATICEnemies pacified by the calming aura become stationary targets that a sniper can engage from maximum range without retaliation.
WeaverLAND / AQUATICThe anvil's regeneration and durability buy time for a weaver to layer additional control effects on the occupied front line.
PUNISHES
✖ clumping✖ low Will✖ lack of cold iron
pacifying aura affects all creatures in range, endangering allies without the saving throw
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Spirit Turtle in the encounter builder — free, no install.
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