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Spirit TurtleCreature 21


RareCGGargantuanFey
Source Pathfinder #168: King of the Mountain
Perception +35
Languages Common, Sylvan, Tongues
Skills Lore +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; Reflex +32; Will +38;
HP 320 (regeneration 25 (deactivated by cold iron or evil)
Speed 30 feet (swim 40 feet)
Weaknesses Coldiron 20
Resistances Fire 20, Physical 15

Jaws One Action +37 (+32, +27) to hit (magical, reach 20) 4d12+14 Piercing
Foot One Action +37 (+32, +27) to hit (magical, reach 15) 4d10+14 Bludgeoning

Environmental Balance Free Action (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.

Regeneration

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, enchantment, primal)

100 feet Aura


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.

Unbalancing Stomp Two Actions

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 damage 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.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


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 the purest and worthiest mortal petitioners.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.