Legendary Beasts
In the time before adventurers and kingdoms, great beasts roamed the realms. Most were forgotten to history. The question we must ask ourselves is... Why have they returned?
Tidal Momentum When ancient sea turtles travel, an ocean current forms behind them, like a wake. Any captain worth their mettle knows that tracking these beasts' migratory patterns is as important for sailing as the wind or the stars.
Hardened Shell Armor crafted from the shell fragments of these beasts can grant the wearer a damage threshold of anywhere from 5-10 depending on the age of the turtle and the quality of the crafstmanship.
Legendary Sea Turtle
Gargantuan beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 262 (15d20 + 105)
- Speed 25 ft., swim 50 ft.
STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 25 (+7) 8 (-1) 16 (+3) 5 (-3)
- Saving Throws Con +12, Wis +8
- Skills Insight +8, Perception +8
- Damage Immunities poison; nonmagical bludgeoning, piercing, and slashing
- Senses darkvision 120 ft., passive Perception 18
- Languages —
- Challenge 15 (13,000 XP)
Hold Breath. The sea turtle can hold its breath for up to 7 days.
Hardened Shell. If any single attack or effect would deal 15 damage or less to the sea turtle, it takes no damage.
Actions
Multiattack. The sea turtle makes one bite attack and one swat attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 20 (3d8 + 7)
Swat. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 29 (4d10 + 7) bludgeoning damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn.
Legendary Actions
The sea turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sea turtle regains spent legendary actions at the start of its turn.
Bite. The sea turtle makes a bite attack.
Ram (Costs 2 Actions). The sea turtle moves up to its speed in a straight line. A creature whose space the sea turtle enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest unoccupied space out of the sea turtle's path. On a failed save, the creature takes 26 (4d12) bludgeoning damage and is stunned until the start of its next turn. Any attacks made against the sea turtle during this movement are made with disadvantage.
All art and monster design by Cinder Blocksally.
Twitter @Cinderblocksal
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Reddit: /r/monstrousanonymous
