Blastoise (3.5e Monster)



Summary::A turtle as tall as a man and twice as thick lumbers toward you, its eyes unimpressed as it looks you over. Two large cannons extend from the shell on its back.

Blastoises have metallic cannons on their backs. These cannons fire significant amounts of water, and do considerable damage. Blastoises have external ears, long white claws, and terrible attitudes.

Blastoise make a big show of ignoring almost everything that anyone tells them, and are usually kleptomaniacs. Blastoises rarely stray far from water, preferring to live on islands or on river banks.

Blastoise have a small connection to the negative energy plane, which they maintain with sloth and greed. They can channel negative energy with their mouths, and also spit a continuous stream of water out of their mouth. Since a Blastoise can magically create water inside itself that it can breathe, Blastoises never need to breathe air or water.

Combat
 (Su): A Blastoise can emit a highly accurate stream of acidic bubbles. They always hit, and inflict 1d3 points of acid damage for every 2 hit dice the Blastoise has.

 (Su): A Blastoise's bite inflicts an extra d3 negative energy damage on living or undead targets.

 (Ex): A Blastoise has massively powerful water guns built into its back. They can be fired together as a standard action. Each inflicts 2d12 damage with a successful ranged touch attack, and they need not be fired at the same target. The Water Guns have a range increment of 20 feet.

Skills: Blastoises get a +2 Racial bonus to Pick Pocket, Open Locks, and Move Silently.