Tuesday, February 27, 2007

d20 Herbivores: Part III

Today's entry was inspired by a thread on EN World.

The material enclosed in the box below is released via the Open Game License.


Giant Turtle





Size/Type:Huge Animal
Hit Dice:10d8+60 (105 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class:23 (-2 size, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +7/+17
Attack: bite +7 melee (2d6+3)
Full Attack: bite +7 melee (2d6+3)
Space/Reach:15 ft./10 ft.
Special Attacks: Capsize
Special Qualities:Hold breath, Low-light vision
Saves:Fort +13, Ref +7, Will +6
Abilities: Str 25, Dex 10, Con 21, Int 2, Wis 12, Cha 2
Skills:Hide 8*, Listen 6, Spot 6, Swim 15
Feats: Alertness, Great Fortitude, Iron Will, Endurance
Environment: Temperate aquatic or marshes
Organization:Solitary or bale (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 11-21 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:

These enormous herbivores spend most of their time basking on the shore or floating in lakes or marshes, where they are often mistaken for tiny islands.

Combat

Giant turtles are usually passive creatures, but will bite when provoked.

Capsize (Ex)
A submerged giant turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 90% of the time. It has a 30% chance to capsize a vessel from 20 to 60 feet long.

Hold Breath (Ex)

A giant turtle can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills
A giant turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Giant turtles have a +8 racial bonus on Hide checks when submerged.




While this beastie has a ton of hit points, it is a noncombative herbivore, which reduces its combat ability significantly.

For an aggressive, predatory giant turtle, make the following adjustments:

Initiative: +4
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +7/+22
Attack: bite +12 melee (2d6+10)
Full Attack: bite +12 melee (2d6+10)
Special Attacks: Improved Grab
Fort +13, Ref +7, Will +4
Feats: Alertness, Great Fortitude, Improved Initiative, Endurance
Challenge Rating: 6

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