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<blockquote data-quote="Cleon" data-source="post: 6139799" data-attributes="member: 57383"><p><strong>Grandfather-Of-All-The-Turtles Working Draft</strong></p><p></p><p><strong><span style="font-size: 15px">Turtle, Grandfather-Of-All-The-Turtles</span></strong></p><p>Gargantuan Magical Beast</p><p><strong>Hit Dice:</strong> 24d10+192 (324 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 5 ft. (1 square), fly 40 ft. (average, <em>overland flight</em>), swim 40 ft.</p><p><strong>Armor Class:</strong> 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +24/+49</p><p><strong>Attack:</strong> Bite +33 melee (2d10+19/19-20)</p><p><strong>Full Attack:</strong> Bite +33 melee (2d10+19/19-20)</p><p><strong>Space/Reach:</strong> 20 ft./15 ft.</p><p><strong>Special Attacks:</strong> Capsize, improved grab, spell-like abilities, summon chelonians, swallow whole</p><p><strong>Special Qualities:</strong> Camouflage, change size, dire, fortification, hold breath, low-light vision, <em>overland flight</em></p><p><strong>Saves:</strong> Fort +22, Ref +16, Will +19</p><p><strong>Abilities:</strong> Str 36, Dex 7, Con 26, Int 13, Wis 20, Cha 17</p><p><strong>Skills:</strong> Concentration +24, Diplomacy +19, Knowledge (nature) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Spot +24, Survival +5 (+7 above ground and on other planes), Swim +21</p><p><strong>Feats:</strong> Augment Summoning, Awesome Blow, Diehard, Endurance, Epic Reflexes, Improved Critical (bite), Improved Bull-Rush, Power Attack, Quicken Spell-Like Ability (<em>greater dispel magic</em>)</p><p><strong>Environment:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> None (but see description)</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 17-32 HD (Gargantuan), 33-48 HD (Colossal)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>A titanic turtle as big as a merchantship. Its head has large eyes and a mouth so wide its head seems to split in two. The inside of its mouth is bright red and surrounded by fleshy filaments. Most of the scales that cover the turtle are so smooth and tiny they're barely visible, but the rear of its shell has scales ridged like roof-shingles and several feet long.</em></p><p></p><p>A grandfather-of-all-the-turtles is a legendary reptile that some cultures considered a sacred beast. They live in both fresh and salt water, unlike the purely marine father-of-all-the-turtles. Grandfathers-of-all-the-turtles can fly and travel the planes at will, so one may appear in any lake or sea, or even a small pond. These turtles can eat the same aquatic plants and animals as normal giant turtles but prefer to obtain their food magically via their <em>heroes' feast</em> spell-like ability.</p><p></p><p>Folklore says this mysterious creature is either the avatar of a "Turtle God" or a father-of-all-the-turtles of such vast wisdom it transcended its animal origins. What is certain is grandfathers-of-all-the-turtles sometimes serve as intermediaries between Material Plane people and divine beings such as deities or dragon rulers. Some other grandfather-of-all-the-turtles serve as guardians of aquatic life, particularly turtles.</p><p></p><p>When not performing some task for nature or the gods, most grandfathers-of-all-the-turtles are extremely shy and furtive. They avoid interacting with humanoids but may watch them secretly, either by shrinking to Diminutive size and hiding or <em>plane shifting</em> to observe from the Ethereal Plane.</p><p></p><p>Grandfathers-of-all-the-turtles do not value treasure, but do occasionally have treasure given to them by a divine patron to deliver to a chosen mortal (or protect until a worthy owner appears). Such divine treasures are often powerful magic items or even artifacts, and some have served as the foundation relic of a dynasty or religion. The turtle may return to retrieve its patron's gift once the treasure's time on earth is done.</p><p></p><p>There are reports that some of these creatures possess additional powers. Known examples include breath weapons, transporting incredible loads (in one case, flying while carrying a small island), producing earthquakes, regeneration, the ability to grant <em>wishes</em> to small children, having alternate forms (usually a normal-sized humanoid or an enormous tortle), or the power to store and retrieve items from an extradimensional "strongbox". A grandfather-of-all-the-turtles with a divine patron may by temporarily endowed with a power to fulfill a task or duty, but most such powers are innate abilities.</p><p></p><p>A grandfather-of-all-the-turtles typically measures from 40 to 60 feet from snout to tail, with a shell from 30 to 50 feet in diameter, and weighs 120 tons or more. The oldest individuals grow to length of 100 feet or more.</p><p></p><p>Grandfathers-of-all-the-turtles can speak Aquan, Celestial, Draconic and Sylvan.</p><p></p><p><span style="font-size: 12px"><strong>COMBAT</strong></span></p><p>Grandfathers-of-all-the-turtles normally only fight if the situation is vital; they would rather fly, swim, or <em>plane shift</em> away from threats. Given time, they use <em>control weather</em> and <em>summon chelonians</em> to gather allies and change the environment in their favor.</p><p></p><p>A grandfather-of-all-the-turtle's battle tactics are pretty straightforward. It uses change size, flight and/or plane shift to get within melee range of their opponents then attack with its bite. Smaller opponents may be swallowed whole, but only if the turtle judges them too weak to injure it internally. Enemy spellcasters will be countered by <em>greater dispel magic</em> (quickened when necessary).</p><p></p><p>Grandfathers-of-all-the-turtles routinely apply their <em>arcane sight</em>, <em>heroes' feast</em>, <em>true seeing</em> and <em>water breathing</em> spell-like abilities to themselves. Remember the <em>heroes' feast</em> grants them 1d8+10 temporary hit points, immunity to poison and fear effects, and a +1 morale bonus on attack rolls and Will saves.</p><p></p><p><strong>Camouflage (Ex):</strong> A grandfather-of-all-the-turtles can blend into the color of deep water or imitate the shape of a natural marine feature of approximately its own size and shape, such as a small shoal, an islet, or a mound upon a beach. So long as the chelonian does not move, it requires a DC 25 Spot check for another creature to notice it is not part of the scenery. It takes a grandfather-of-all-the-turtles 1 minute to assume a camouflage.</p><p></p><p><strong>Capsize (Ex):</strong> A submerged grandfather-of-all-the-turtles that surfaces under a boat or ship less than 40 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 40 to 90 feet long and a 20% chance to capsize one over 90 feet long.</p><p></p><p><strong>Change Size (Su):</strong> As a standard action, a grandfather-of-all-the-turtles can magically reduce its size. This functions like a <em>reduce person</em> spell, except that the ability can work on the grandfather-of-all-the-turtles and it may reduce its size as small as Diminutive. A grandfather-of-all-the-turtles can return to normal size as a swift action.</p><p></p><p><strong>Fortification (Ex):</strong> Whenever a critical hit or sneak attack is scored on the grandfather-of-all-the-turtles there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armour enchanted with the Moderate Fortification quality.</p><p></p><p><strong>Hold Breath (Ex):</strong> A grandfather-of-all-the-turtles can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical specimen, this is 260 rounds, or 26 minutes.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a grandfather-of-all-the-turtles must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can swallow whole. </p><p></p><p><strong><em>Overland Flight</em> (Sp):</strong> A grandfather-of-all-the-turtles can fly as per the <em>overland flight</em> spell (CL 20th). This ability is constant but can be dispelled. The turtle can suppress or resume it as a free action.</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> At-Will—<em>arcane sight</em>, <em>greater dispel magic</em>, <em>plane shift</em>, <em>true seeing</em>, <em>water breathing</em>. 3/day—<em>contact other planes</em>, quickened <em>greater dispel magic</em>, <em>heroes' feast</em>. 1/day—<em>control weather</em> (druid version). Caster level 20th.</p><p></p><p><strong><em>Summon Chelonians</em> (Sp):</strong> Once a day, a grandfather-of-all-the turtles can summon a group of turtle creatures to aid them. This group comprises of 2d6+6 nikt'oo, ferry turtles or juvenile tojanida; plus 2d4+2 adult tojanida or giant sea turtles; plus 1d4+1 giant snapping turtles, 1d3 fathers-of-all-the-turtles, or a single dragon turtle or elder tojanida. The summoned chelonians will serve the grandfather-of-all-the turtles for up to 1 hour before vanishing back to whence they came. This is the equivalent of a 9th level spell.</p><p></p><p><strong>Swallow Whole (Ex):</strong> A grandfather-of-all-the-turtles can try to swallow a grabbed opponent up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d10+13 points of crushing damage plus 8 points of acid damage per round from the turtle's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan father-of-all-the-turtles' interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.</p><p></p><p><strong>Skills:</strong> A grandfather-of-all-the-turtles has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A grandfather-of-all-the-turtles 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.</p><p></p><p><em>Originally appeared in Dragon Magazine #190 (1993).</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6139799, member: 57383"] [b]Grandfather-Of-All-The-Turtles Working Draft[/b] [B][SIZE=4]Turtle, Grandfather-Of-All-The-Turtles[/SIZE][/B] Gargantuan Magical Beast [B]Hit Dice:[/B] 24d10+192 (324 hp) [B]Initiative:[/B] -2 [B]Speed:[/B] 5 ft. (1 square), fly 40 ft. (average, [I]overland flight[/I]), swim 40 ft. [B]Armor Class:[/B] 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20 [B]Base Attack/Grapple:[/B] +24/+49 [B]Attack:[/B] Bite +33 melee (2d10+19/19-20) [B]Full Attack:[/B] Bite +33 melee (2d10+19/19-20) [B]Space/Reach:[/B] 20 ft./15 ft. [B]Special Attacks:[/B] Capsize, improved grab, spell-like abilities, summon chelonians, swallow whole [B]Special Qualities:[/B] Camouflage, change size, dire, fortification, hold breath, low-light vision, [I]overland flight[/I] [B]Saves:[/B] Fort +22, Ref +16, Will +19 [B]Abilities:[/B] Str 36, Dex 7, Con 26, Int 13, Wis 20, Cha 17 [B]Skills:[/B] Concentration +24, Diplomacy +19, Knowledge (nature) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Spot +24, Survival +5 (+7 above ground and on other planes), Swim +21 [B]Feats:[/B] Augment Summoning, Awesome Blow, Diehard, Endurance, Epic Reflexes, Improved Critical (bite), Improved Bull-Rush, Power Attack, Quicken Spell-Like Ability ([I]greater dispel magic[/I]) [B]Environment:[/B] Any aquatic [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 16 [B]Treasure:[/B] None (but see description) [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 17-32 HD (Gargantuan), 33-48 HD (Colossal) [B]Level Adjustment:[/B] — [I]A titanic turtle as big as a merchantship. Its head has large eyes and a mouth so wide its head seems to split in two. The inside of its mouth is bright red and surrounded by fleshy filaments. Most of the scales that cover the turtle are so smooth and tiny they're barely visible, but the rear of its shell has scales ridged like roof-shingles and several feet long.[/I] A grandfather-of-all-the-turtles is a legendary reptile that some cultures considered a sacred beast. They live in both fresh and salt water, unlike the purely marine father-of-all-the-turtles. Grandfathers-of-all-the-turtles can fly and travel the planes at will, so one may appear in any lake or sea, or even a small pond. These turtles can eat the same aquatic plants and animals as normal giant turtles but prefer to obtain their food magically via their [I]heroes' feast[/I] spell-like ability. Folklore says this mysterious creature is either the avatar of a "Turtle God" or a father-of-all-the-turtles of such vast wisdom it transcended its animal origins. What is certain is grandfathers-of-all-the-turtles sometimes serve as intermediaries between Material Plane people and divine beings such as deities or dragon rulers. Some other grandfather-of-all-the-turtles serve as guardians of aquatic life, particularly turtles. When not performing some task for nature or the gods, most grandfathers-of-all-the-turtles are extremely shy and furtive. They avoid interacting with humanoids but may watch them secretly, either by shrinking to Diminutive size and hiding or [I]plane shifting[/I] to observe from the Ethereal Plane. Grandfathers-of-all-the-turtles do not value treasure, but do occasionally have treasure given to them by a divine patron to deliver to a chosen mortal (or protect until a worthy owner appears). Such divine treasures are often powerful magic items or even artifacts, and some have served as the foundation relic of a dynasty or religion. The turtle may return to retrieve its patron's gift once the treasure's time on earth is done. There are reports that some of these creatures possess additional powers. Known examples include breath weapons, transporting incredible loads (in one case, flying while carrying a small island), producing earthquakes, regeneration, the ability to grant [I]wishes[/I] to small children, having alternate forms (usually a normal-sized humanoid or an enormous tortle), or the power to store and retrieve items from an extradimensional "strongbox". A grandfather-of-all-the-turtles with a divine patron may by temporarily endowed with a power to fulfill a task or duty, but most such powers are innate abilities. A grandfather-of-all-the-turtles typically measures from 40 to 60 feet from snout to tail, with a shell from 30 to 50 feet in diameter, and weighs 120 tons or more. The oldest individuals grow to length of 100 feet or more. Grandfathers-of-all-the-turtles can speak Aquan, Celestial, Draconic and Sylvan. [SIZE=3][B]COMBAT[/B][/SIZE] Grandfathers-of-all-the-turtles normally only fight if the situation is vital; they would rather fly, swim, or [I]plane shift[/I] away from threats. Given time, they use [I]control weather[/I] and [I]summon chelonians[/I] to gather allies and change the environment in their favor. A grandfather-of-all-the-turtle's battle tactics are pretty straightforward. It uses change size, flight and/or plane shift to get within melee range of their opponents then attack with its bite. Smaller opponents may be swallowed whole, but only if the turtle judges them too weak to injure it internally. Enemy spellcasters will be countered by [I]greater dispel magic[/I] (quickened when necessary). Grandfathers-of-all-the-turtles routinely apply their [I]arcane sight[/I], [I]heroes' feast[/I], [I]true seeing[/I] and [I]water breathing[/I] spell-like abilities to themselves. Remember the [I]heroes' feast[/I] grants them 1d8+10 temporary hit points, immunity to poison and fear effects, and a +1 morale bonus on attack rolls and Will saves. [B]Camouflage (Ex):[/B] A grandfather-of-all-the-turtles can blend into the color of deep water or imitate the shape of a natural marine feature of approximately its own size and shape, such as a small shoal, an islet, or a mound upon a beach. So long as the chelonian does not move, it requires a DC 25 Spot check for another creature to notice it is not part of the scenery. It takes a grandfather-of-all-the-turtles 1 minute to assume a camouflage. [B]Capsize (Ex):[/B] A submerged grandfather-of-all-the-turtles that surfaces under a boat or ship less than 40 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 40 to 90 feet long and a 20% chance to capsize one over 90 feet long. [B]Change Size (Su):[/B] As a standard action, a grandfather-of-all-the-turtles can magically reduce its size. This functions like a [I]reduce person[/I] spell, except that the ability can work on the grandfather-of-all-the-turtles and it may reduce its size as small as Diminutive. A grandfather-of-all-the-turtles can return to normal size as a swift action. [B]Fortification (Ex):[/B] Whenever a critical hit or sneak attack is scored on the grandfather-of-all-the-turtles there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armour enchanted with the Moderate Fortification quality. [B]Hold Breath (Ex):[/B] A grandfather-of-all-the-turtles can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical specimen, this is 260 rounds, or 26 minutes. [B]Improved Grab (Ex):[/B] To use this ability, a grandfather-of-all-the-turtles must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can swallow whole. [B][I]Overland Flight[/I] (Sp):[/B] A grandfather-of-all-the-turtles can fly as per the [I]overland flight[/I] spell (CL 20th). This ability is constant but can be dispelled. The turtle can suppress or resume it as a free action. [B]Spell-Like Abilities (Sp):[/B] At-Will—[I]arcane sight[/I], [I]greater dispel magic[/I], [I]plane shift[/I], [I]true seeing[/I], [I]water breathing[/I]. 3/day—[I]contact other planes[/I], quickened [I]greater dispel magic[/I], [I]heroes' feast[/I]. 1/day—[I]control weather[/I] (druid version). Caster level 20th. [B][I]Summon Chelonians[/I] (Sp):[/B] Once a day, a grandfather-of-all-the turtles can summon a group of turtle creatures to aid them. This group comprises of 2d6+6 nikt'oo, ferry turtles or juvenile tojanida; plus 2d4+2 adult tojanida or giant sea turtles; plus 1d4+1 giant snapping turtles, 1d3 fathers-of-all-the-turtles, or a single dragon turtle or elder tojanida. The summoned chelonians will serve the grandfather-of-all-the turtles for up to 1 hour before vanishing back to whence they came. This is the equivalent of a 9th level spell. [B]Swallow Whole (Ex):[/B] A grandfather-of-all-the-turtles can try to swallow a grabbed opponent up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d10+13 points of crushing damage plus 8 points of acid damage per round from the turtle's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan father-of-all-the-turtles' interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. [B]Skills:[/B] A grandfather-of-all-the-turtles has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A grandfather-of-all-the-turtles 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. [I]Originally appeared in Dragon Magazine #190 (1993).[/I] [/QUOTE]
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