Ferry Turtle Working Draft
Ferry Turtle
Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: -1
Speed: 5 ft. (1 squares), swim 30 ft.
Armor Class: 19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+7)
Full Attack: Bite +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Fortification, hold breath, indefatigable swim, low-light vision, withdraw
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 20, Dex 9, Con 20, Int 5, Wis 12, Cha 5
Skills: Listen +5, Spot +8, Swim +13
Feats: Alertness, Endurance
Environment: Temperate or warm aquatic
Organization: Solitary or bale (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: —
A turtle the size of a large ox. It has a smooth flat shell and powerful flippers.
Ferry turtles are intelligent chelonians that are often employed to tow watercraft. They were originally created as a means of river transportation, by magically enlarging ordinary turtles, and bred true through a quirk of fate.
A ferry turtle measures about 8 feet from snout to tail, with a shell 6 feet in diameter, and weighs about 2500 pounds.
COMBAT
Ferry turtles are docile creatures who would rather swim away or withdraw into their shells than fight. When forced, however, they attack with a powerful bite.
Fortification (Ex): Whenever a critical hit or sneak attack is scored on a ferry turtle there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Light Fortification quality. This chance increases to 100% when the turtle withdraws its appendages into its shell.
Hold Breath (Ex): A ferry turtle can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical ferry turtle, this is 200 rounds, or 20 minutes.
Indefatigable Swim (Ex): A ferry turtle can swim for 16 hours instead of the 8 hours of a normal creature. The remaining time is usually spent resting and eating. Thus, a ferry turtle can move twice as many miles in a day as its 30 ft. swim speed would indicate. If a ferry turtle swims for longer than 16 hours per day it can become worn out (see the Forced March subsection of the Overland Movement rules). A ferry turtle can not use Indefatigable Swim while under the effect of any spell or special ability that increases its speed.
A ferry turtle can eat and sleep during a Indefatigable Swim and continue swimming. If it encounters a threat or unexpected obstacle while "sleep swimming" it can attempt a Listen or Spot checks to notice it, at a -5 penalty. If it succeeds the ferry turtle immediately wakes up.
Withdraw (Ex): A giant sea turtle can pull in its head and limbs to protect its vulnerable areas. While withdrawn, the tortoise cannot take any actions other than exiting its shell, but it gains cover. Withdrawing into its shell also grants the sea turtle heavy fortification, giving it 100% resistance to critical hits.
Skills: A ferry turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A ferry turtle can use its Dexterity modifier or its Strength modifier on Swim checks. 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.
Training A Ferry Turtle
Although intelligent, a ferry turtle requires training before it can bear a rider or drag a barge in combat. To be trained, a ferry turtle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly ferry turtle requires six weeks of work and a DC 25 Handle Animal check.
Riding a ferry turtle requires an exotic saddle. A ferry turtle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Ferry turtle eggs are worth 1,500 gp apiece on the open market. Professional trainers charge 700 gp to rear or train a ferry turtle.
Carrying Capacity: Due to their sturdy build, ferry turtles can bear exceptionally heavy loads. Their carrying capacity is twice that of an ordinary creature with their size and their Strength. A typical ferry turtle can carry a light load of up to 800 pounds, a medium load of 801-1600 pound, a heavy load of 1601-2400 pounds, and can drag 12,000 pounds.
In Krynn
Ferry turtles were created by priests of the Blue Phoenix to tow passenger-ferries to the city of Silvanost. Most of them died when Speaker Lorac's Nightmare poisoned the Thon-Thalas river, but a few adults and a clutch of eggs survived and those turtles and their descendants still move cargo barges and ferryboats between Fallon island and the mainland.
Originally appeared in The Sylvan Veil (1999)