Spirit TurtleCreature 21
Source Pathfinder #168: King of the Mountain
Perception +35
Languages Common, Fey, 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 unholy)
Speed 30 feet (swim 40 feet)
Weaknesses Cold Iron 20
Resistances Fire 20, Physical 15
Jaws
+37 (+32, +27) to hit (magical, reach 20, unarmed) 4d12+14 PiercingFoot
+37 (+32, +27) to hit (magical, reach 15, unarmed) 4d10+14 BludgeoningEnvironmental Balance
(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.
Constant SpellsA 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.
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],4d8 untyped10d10 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
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Improved Knockdown
Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Primal Innate Spells (DC 44, +0 to hit)
1st Level: Heal (At Will)
2nd Level: Restoration
4th Level: Vital Beacon (At Will)
5th Level: Breath of Life, Truespeech (Constant)
6th Level: Field of Life
7th Level: Plane Shift (Self Only), Regenerate
8th Level: Moment of Renewal
10th Level: Primal Phenomenon, Revival
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
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.
FeyCreatures of the First World are called the fey.