Colossal monstrosity, lawful good
Armor Class 30
Hit Points 820 (40d20+400)
Speed 30ft, Swim 60ft
Saving Throws Str +19, Int +19, Wis +19, Cha +11 Skills Arcana +19, History +19, Insight +19, Nature +19, Perception +19, Religion +19, Stealth +11 Damage Immunities --psychic, poison; bludgeoning, piercing, and slashing from nonmagical attacks -->
Senses truesight 120ft passive perception 20
Languages All but cannot speak (telepathy 120ft.)
Challenge 30 (155,000 XP)
Innate Spellcasting the Lion Turtles innate spellcasting ability is Wisdom (DC 28 +20 to hit with spell attacks) it can innately cast the following spells, requiring no materials:
At will: detect evil and good, thunderwave, detect magic, greater restoration, pass without trace, stone shape, fog cloud, create and destroy water, purify food and drink
5/day: commune, counterspell, passwall, wind walk, water walk, dispel evil and good, dispel magic, identify, move earth 3/day: control water, creation, wall of stone, plane shift, conjure elemental, wall of fire, invisibility
1/day control weather, earthquake
Legendary Resistance 5 times per day, if the Lion Turtle fails a saving throw, it can choose to succeed instead
Magic Resistance The Lion Turtle has advantage on saving throws against spells and other magical effects.
Magic Weapon The Lion Turtles weapon attacks are magical.I
Enigmatic location The Lion Turtle and anyone standing within 300ft of it cannot be detected by any kind of scrying spell and all attempts to track them automatically fail.
Multiattack: The Lion Turtle can make five attacks with its claws and cast one spell.
ACTIONS
Claw Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) slashing damage.
Control Soul 6/recharge: The target must succeed in a DC 28 wisdom saving throw. On a failure, The Lion Turtle can take and give any amount of class levels from a single individual. It can also give and take skills, languages, Wisdom and Intelligence points, the knowledge of how to walk, swim, fly, and borrow, and memories. On a success, it takes or gives nothing and the target takes 4d12 psychic damage.
LEGENDARY ACTIONS
The Lion Turtle can take 5 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 Lion Turtle regains spent legendary actions at the start of its turn.
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Older then history, stronger then giants, and wiser then gods, Lion Turtles have roamed this world since before anyone can remember and will most likely do so long after. Few can even claim to have possibly seen the wandering islands and moving forests. Fewer still can boast the extraordinary honor of having talked to one. For as big as they are, they are masters of hiding from prying eyes and only speak to mortals under dire circumstances, such as when tyrants plan genocides, when powerful demons close in on the world, and when all hope seems lost. So if you ever find yourself on the receiving end of a Lion Turtles words, listen well. For your life and the lives of thousands, even millions of people may depend on it.
Lion Turtles have massive turtle shells, lion heads, lion tails, and webbed lion paws. On there backs are functioning ecosystems, with trees, grass, and flowers, which do not harm the Lion Turtle in any way. They stand at several stories tall (from the bottom of its foot to the tops of its shoulder) and are at least three times as long. There hearts alone can weigh up to 120 tons.
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