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## 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](https://twitter.com/CinderBlocksal) **Instagram** [@CinderBlocksally](https://www.instagram.com/cinderblocksally/) **Reddit**: [/r/monstrousanonymous](https://www.reddit.com/r/MonstrousAnonymous/)