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Ironclad Turtle (3.5e Monster)


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Author: Eiji-kun (talk)
Date Created: 6-30-12
Status: Complete
Editing: Clarity edits only please
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Ironclad Turtle
Size/Type: Huge Magical Beast
Hit Dice: 5d10+30 (57 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 23 (+17 natural, -4 size), touch 6, flat-footed 23
Base Attack/Grapple: +5/+24
Attack: Bite +8 melee (2d6+7, 20/x2) or Cannon +1 ranged touch (5d10, 20/x2)
Full Attack: Bite +8 melee (2d6+7, 20/x2) and Cannon +1 ranged touch (5d10, 20/x2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Cannon, Stomp (DC 19)
Special Qualities: Darkvision 60 ft, DR 5/adamantine, Damage Susceptibility 2/-, Low-Light Vision, Resist Cold/Fire 15
Saves: Fort +10, Ref +4, Will +5
Abilities: Str 24, Dex 10, Con 22, Int 2, Wis 15, Cha 7
Skills: Spot +10
Feats: Iron Will, Power Attack
Environment: Hills, Mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Half Standard (iron shell)
Alignment: Often Neutral
Advancement: 6-10 HD (Huge), 11-15 HD (Gargantuan)
Level Adjustment:


What looks like a small house made of iron stands up on four stumpy legs, a wrinkled reptilian head poking from the base. On the back of this house-turned-turtle is a protrusion that looks almost like a cannon...

Ironclad Turtles are iron-heavy giant reptiles whose shells are made out of high grade metals. Besides being tough as nails, the ironclad turtle's biology and mineral-rich diet produces heavy explosive compounds and hard waste nuggets of stone. These stone pearls are ejected out of its shell with extreme force, acting both as a biological function and a weapon to defend itself in times of need. These cannon-bearing turtles are dangerous to take out, but the reward is a rich mix of iron and sulfur compounds to those that know how to poach them.

CombatEdit

Ironclad turtles use their cannon to attack aggressors, trying to destroy them before they close the distance. If the opponent survives to meet it, its powerful stomp knocks its opponents down and its bite crushes bone.

Cannon (Ex): Ironclad turtles are equipped with a natural cannon that fires stone shot, dealing 5d10 points of damage as a ranged touch attack. It has a range increment of 50 feet and the turtle has a 1d4 round cooldown before firing again.

Stomp (Su): Ironclad turtles can shake the ground with their heavy feet. All creatures in a 30 foot cone must make a DC 19 Reflex save or fall prone and take 5d4 points of nonlethal damage. The saving throw is Strength-based.

Damage Susceptibility (Ex): Ironclad turtles have damage susceptibility 2/-, meaning they take 2 extra points of damage from anything which they do not have resistances or damage reduction to. Since they have DR/adamantine, and cold and fire resistance, this means they take additional damage when exposed to adamantine, acid, electricity, force, sonic, or untyped damage.



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